Weapon (musket), artifact (requires attunement by a Careful study and research (minimum 12 hours uninterrupted))

While firearms are rare, this weapon is truly one of a kind, designed by a renowned arcane tinkerer, This weapon has 8 charges and regains 1d6 + 1 expended charges daily at dawn. 

You may expend a number of  charges as part of an attack with this weapon, when you do, the attack has these additional properties:

1 Charge - Empower. Upon a hit, the target takes an additional 1d6 lightning damage.

2 Charges - Blast. A fan of Lightning erupts from the barrel. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 4d8 Lightning damage on a failed save, or half as much damage on a successful one.

3 Charges - Overcharge. In addition to your normal attack (hit or miss), each creature within 10 ft of the target must make a Dexterity saving throw (DC 14) A creature takes 1d10 Lightning damage on a failed save, or half as much damage on a successful one.

Proficiency with a Musket 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.

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: Bonus: Magic, Careful study and research (minimum 12 hours uninterrupted), Damage, Combat, Loading, Range, Two-Handed, Ammunition (Firearms), Slow

Item Tags: Damage Combat

veltman252

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