Forged Fulcrum

The Reckoner (Fabled)

This strange mechanical device is of unknown purpose to most people, but those familar with firearms immediately recognize it as a particularly advanced weapon. And that's not even considering the enchantments laid upon it, which magnify the danger further.

Semi-Automatic. This pistol does not have the Loading trait, and when you use it to make an attack with the Attack action you can make one extra attack with this weapon as a Bonus Action later on the same turn. However, after every 10 shots this weapon's magazine must be ejected and reloaded as a Utilize action.
Scope. As a Bonus Action you can aim using the integrated scope. If you do, your next ranged attack with this weapon before the end of your next turn has Advantage.

Attuned Abilities

Armor Piercing. You gain +1 to hit against objects and targets wearing armor.

Stopping Power. You have weapon mastery with this weapon. The second time you hit the same target in a turn with a ranged attack the weapon uses the Push mastery instead of Vex. The third time you hit the same target in a turn with a ranged attack, this weapon uses the Topple mastery instead of Vex. The fourth time you hit the same target in a turn with a ranged attack, this weapon uses the Slow mastery instead of Vex. If you hit the same target a fifth time with a ranged attack, it resets to Vex and the sequence starts again thereafter.

Fabled Abilities

The following abilities are unlocked for an attuned character of the indicated character level or higher.

Character
Level
Fabled Ability
5
Pistol Whip. You can use this weapon as a melee weapon that deals 2d4 Bludgeoning with the Sap mastery property, which you have mastery with.
9
Over Penetration. Once per combat, as a Magic action you can shoot a bullet enhanced with magical power. All creatures within a 90 foot long 5 foot Line originating from you must make a DC 17 Dexterity saving throw or take 4d10+5 Force damage.
13
Frangible. When rolling damage dice for this weapon, you can reroll any or all of the dice once.
17
Improved Over Penetration. You can use this ability twice per combat, the save DC is 19, and the damage improves to 6d10+5 Force damage.