Weapon (pistol), rare

This handheld pistol is imbued with magic. It requires no ammunition and doesn't need to be loaded. After the pistol has fired, it must cooldown for 1 minute before it can be fired again safely. Firing before the pistol has cooled down has a 1d4 chance to destory the weapon, causing the current crystals effect to hit the caster.

3 different crystals are supplied with this pistol. The current coloured crystal determines the effect from the following options:

Red Crystal - Fire Jet. The pistol discharges fire in a line 150 feet long and 5 feet wide. Each creature in the area must make a DC 14 Dexterity saving throw, taking 17 (3d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Blue Crystal - Frost Shot. The pistol shoots a ball of frost to a point you can see within 600 feet of the pistol. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 11 (2d10) cold damage, and its speed is reduced by 15 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Purple Crystal - Lightning Blast. The pistol shoots a ball of lightning to a point you can see within 600 feet of the pistol. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.

Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.


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: Damage, Combat, Loading, Range, Ammunition (Firearms), Vex

Item Tags: Damage Combat

99cone99

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