Weapon (pistol), unknown rarity

Covert agents of both the Kingdom of Ayris and the Karelagne Empire often use these rare weapons.

Aetherium-powered. Attacks from aetherium-powered firearms are considered magical. Aetherium crystals powering these ranged weapons hold up to 9 charges. Making a ranged attack with the weapon uses 1 charge. An aetherium crystal regains 1d8 + 1 charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal crumbles to dust and is destroyed. Casting dispel magic or entering an anti-magic field permanently drains aetherium crystals, and weapons loaded with a drained crystal become inert until reloaded with a replacement crystal. A bonus action is required to load an aetherium crystal into the weapon, as does removing a crystal from it.

Source: Aetherial Expanse by Ghost Fire Games.

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: Replace Damage Type: Piercing, Weapon Property: Range, Loading, Range, Ammunition (Firearms), Vex

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