Features and Abilities
1. Precision Shot
Action: Use an action to fire a highly accurate, single-target shot.
Effect: Make a ranged weapon attack against a target within range. On a hit, the target takes 3d8 lightning damage and must succeed on a Constitution saving throw (DC 15) or be stunned until the end of their next turn.
Special: When attacking a target within 30 feet, you gain advantage on the attack roll.
2. Overcharge Blast (2 Charges)
Action: Use an action to unleash a powerful, overloaded shot.
Effect: The shot arcs through multiple targets. Choose a primary target within 30 feet and up to two additional targets within 10 feet of the primary.
The primary target takes 4d8 lightning damage on a hit.
Secondary targets take 2d8 lightning damage and must succeed on a Dexterity saving throw (DC 15) or be knocked prone.
Recharge: Zap! regains both charges at dawn.
3. Hextech Feedback (Risk Effect)
When a natural 1 is rolled on an attack, the gun backfires. The user takes 2d8 lightning damage and is shocked (disadvantage on Dexterity checks and saving throws until the end of their next turn).
Hextech Charges
Cost: 5 gp per charge
Crafting: You can craft up to 6 charges during a long rest using materials worth 3 gp per charge and proficiency in Tinker’s Tools.
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: Loading, Range, Ammunition (Firearms), Vex
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