This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:
A creature you hit with this weapon takes an extra 2d6 psychic damage.
When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.
If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.
A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.
As an action, you can expend 10 pieces of a Burst Fire weapon's ammunition to spray shots in a 10-foot Cube [Area of Effect] within the weapon's normal range. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon's damage once, and apply it to each creature that failed the save.
You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.