Weapon (laser pistol), varies

Basic Blasters are small, and don't have much to them, but they can pack quite a punch. Most have all the same settings, but very few are special occasions. They all have 7 charges. 

Settings: 

Stun: 2d6 electric damage, if roll for attack is n20 or higher, creature is stunned for 2 turns. 1 charge.

Flashlight: Turns on a small beam of light, about 20 feet ahead of user. 0 charge.

Rave: After successful attack roll, roll another d20. Use that roll to determine how many d8's you roll, and that's the damage [Electric]. 3 charge. 

Self Destruct: Instant hit, deals 1d20 electric damage. User takes half of damage, creature full hit. The blaster, however, is destroyed an cannot be fixed. 

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.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Range, Ammunition (Firearms), Reload, Vex

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