This intricate piece of technology can host an assortment of ammunition types called elemental spheres. These cartridges are loaded into the weapon's grip and are not fired. Instead they serve as an energy source for the weapon and allow it to create it's own varying types of energy ammunition for a period of 8 hours. It takes a full round for these weapons to charge a single shot of energy projectile. But when they do such ammunitions prove devastating. From the 5ft square of impact where the wielder targets there is a 5ft radius detonation where all targets in that area must make a DC 14 Dexterity Saving throw or take the same damage. Success on this save results in half damage.
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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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