This is a set of magical weapons and any hit made with these weapons adds a + 6 to attack rolls made with it
these pistols have 14 charges in total and regains 1d8 at dawn
Ability's
3 Charges: Rebounding Shot. Fire a bullet at a target in cover or behind another target by firing a bullet toward the target but firing a second bullet from your gun hitting the first bullet causing one to curve and hit your intended target.
4 Charges: Dead Shot. in the blink of and eye pull your revolver and fire it with unparalleled accuracy this is a automatic hit on the target within range.
5 Charges: Bullet Fan.With one of your pistols take your other hand and begin to fan the hammer of one of your revolvers hitting the target six times adding an addition 2d8 for each additional bullet roll 1d6 to see how many bullets that are fired hit there target.
5 Charges: Multi Shot. Take aim at up to 4 targets within range and fire at them simultaneously.
6 Charges: Dimos Contagion. Your bullets become infused with the very caustic brew that Dimos Carry's in his Flask these bullets are toxic and deadly to the very touch infusing your bullets with this toxin adds an additional 3d12 Poison damage to your bullets for the next six shots. every time a target is hit with these bullets they must make a constitution saving throw of 14 or higher or be poisoned for the next 2 turns taking an additional 1d12 poison damage every turn.
A Beautiful set of Black Revolver's with a grim reapers skull's with green glowing eyes embedded in the handles with fine white ivory. the barrels have white etchings down them and along the cylinders of the revolvers. these weapons were made as a pair and were never meant to be separate from or one would be cursed by the God that created them for they were made as a symbol for the chaotic and symbolic nature that Dimos and Limos share as twins and rules over the same dominion. These revolver's are made of a unknown material and are very advanced even by modern standards.
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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Damage: Piercing, must be equipped to be attuned., Damage, Combat, Range, Ammunition (Firearms), Reload, Sap
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