Arcane Pistols of the Twilight
Description: This set consists of two finely crafted pistols, each adorned with intricate arcane runes that glow with a soft bluish light. They emanate an aura of ancient magic and have grips made of darkwood, providing a comfortable and sturdy hold.
Stats:
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Type: Ranged Weapon (Pistols)
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Range: 40/120 ft.
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Damage: 1d10 piercing + 1d6 elemental (choose between fire, ice, or lightning on a hit)
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Ammunition: Uses magical energy, no reloading needed
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Properties: Light, finesse
Abilities:
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Arcane Shot: Once per turn, when you hit a target with an Arcane Pistol, you can choose to deal an additional 1d6 elemental damage (fire, ice, or lightning).
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Twilight Veil: As a bonus action, the wielder can summon a veil of twilight around themselves, granting advantage on Dexterity (Stealth) checks and imposing disadvantage on attack rolls against them until the start of their next turn. This ability recharges after a short or long rest.
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Elemental Switch: As a free action, you can switch the type of elemental damage dealt by the pistols between fire, ice, and lightning.
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Arcane Burst: Once per long rest, you can use an action to fire a powerful burst of arcane energy in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 4d6 elemental damage on a failed save, or half as much damage on a successful one.
Flavor Text: The Arcane Pistols of the Twilight are relics from a bygone era, wielded by a legendary gunslinger known for their agility and mastery over elemental magic. The pistols’ runes glow brighter as they channel the wielder’s arcane energy, making each shot not only deadly but also imbued with the raw power of the elements. When wielded in the shadows, they transform their user into a nearly invisible phantom, striking from the twilight with unerring precision.
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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