A sleek six-shooter imbued with magical energy, able to switch between elements.
Add DEX modifier to DC roll and an additional +5
Use a bonus action to charge up to 2 shots into the pistol. When less than 6 shots are charged, the amount of charges are discharged as bullets of a chosen elemental energy and do 1d8 of damage for each bullet. When fully charged, fire a beam of the chosen elemental energy that deals 6d8 and pierces until blocked by a higher AC than the rolled DC.
Allows for 2 mod slots
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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