Holo-Sight: It is a free action to activate the Holo-Sight. If used you get a +2 to attacks with this weapon.
Ammo Selection: each shell has three different modes that can be selected. It is a bonus action to switch between the different selections. Below is the ammo stats.
Solid Shot: Range 120/360 ft. 3d12 bludgeoning damage on hit. Swarm: Range 80ft. Target rolls dex SV vs 15, takes 8d8 piercing on fail or half on success. Stun: Range 60/180 Target takes 1d8 bludgeoning plus 1d8 lightning damage on a hit and must pass a DC 15 CON save or be stunned for 1 minute. Target may make a save at the end of their turn each round.
Shot Selection: there is two shot selection that you can make. It takes a bonus action to switch between the modes.
Single Shot: You spend one ammunition and roll one attack. If you can attack more than once as an action you may do so, spending one ammo per attack roll.
Burst Fire: You spend two ammunition and roll one attack roll at advantage. If you can attack more than once as an action you may do so, spending two ammo per attack roll.
Reloading: This weapon holds 6 rounds. When empty you may spend an action to reload the weapon.
This weapon is scoped. To attack with this weapon, you must spend your move action to aim through the scope. You gain a +3 to attack when using this scope.
Lock on: You may spend an action to lock on to a target that you can see through the scope. If locked on when you fire this weapon you automatically hit the target.
Single Shot: You spend one ammunition and roll one attack roll against one target that you can see, ignoring cover. You can only make one attack roll with this weapon per turn. The target takes 4d8 piercing damage plus 40 force damage on a successful hit.
Reloading: This weapon holds 5 rounds. When empty you may spend an action to reload the weapon.
Artifact, Shield, Attuned (Player notes, Minor corruption that may corrupt the bearer)
This shield is an ancient artifact once used to save the Kingdoms of Realm from utter destruction against the Great Dark.
Carved from a piece of the Tierseach itself and given to one of the Three Who Slumber.
Once attuned, the wearer gains +3 to their AC while using this shield.
While attuned, the wearer gains +2 to Wisdom. This may increase the Wisdom score of the bearer above the usual maximum of 20.
While attuned, the wearer gains +1 to all Saves
While attuned the wearer may use a power from the following list. The wearer may use each power once per day. All used powers recharge at dawn of each day: Legendary Resistance: The wearer may use this power to ignore a failed save.
Magic Resistance: The wearer may use this power to roll a savings throw against a magical effect that targets the wearer at advantage. The wearer must choose to use this power before making the save.
Counterspell: The wearer may counter a spell of 5th lvl or lower that targets the wearer or includes the wearer in its effect automatically as if casting the spell counterspell. If the spell is 6th lvl or higher than the wearer rolls against the spell using Wisdom plus proficiency as a bonus to the roll.
Attuned to the Tierseach: The wearer may use this power to create a portal to the Tierseach. This portal will open a path through any plane or dimension and can even traverse across the Great Grey Waste. This portal remains open for 1 minute or until the caster closes the portal.