When a gunsmith found himself at the center of a small battle without any ammo, he swore that he would never be with ammunition again. Using his knowledge of gun smithing and the assistance of a learned mage, he was able to craft a set of weapons capable of harnessing latent magics of its user and their surroundings to create ammunition out of magical energy.
The energetic ammunition created by these weapons can take the form of a projectile dealing cold, fire, lightning, thunder, poison, necrotic, radiant, or force damage. Outside of combat, the user can change the settings on the weapon to change the damage type. During combat, the user can take a bonus action to change the damage type.
Optional: The weapon comes with a ninth setting, random. The energetic ammunition fired will deal a damage type based on a d8 roll each time it is used
1 Cold
2 Fire
3 Lightning
4 Thunder
5 Poison
6 Force
1d12 (+proficiency bonus if proficient) damage of the selected type
Range: 40/120
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: Damage: Force, Damage: Fire, Damage: Cold, Damage: Lightning, Damage: Poison, Damage: Thunder, Loading, Range, Two-Handed, Ammunition (Firearms), Slow
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