This weapon can cause enemies to explode with solar energy
Magic Shardgun. This weapon can be used as a magical shardgun that deals fire damage. This weapon grants a +3 bonus to attack and damage rolls made with it.
Memento Mori. When you kill a creature with this weapon, the next time you would have to reload your weapon within the next minute, you can postpone reloading for one additional turn.
Firefly. When you reduce a creature to 0 hit points with an attack from this weapon, it explodes in fiery energy. All creatures within 5 feet of the target must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Damage: Fire, Range, Ammunition (Firearms), Reload, Sap
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