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High Noon 

Weapon (any sword), rare (requires attunement)

Component: Elemental volatile mote of fire

This weapon combines the best of a sword, wand, and pistol. To stare down the barrel is to gaze into the sun itself—and after the last shot is fired, when the crowds finally depart, only the sun still cares to watch the dead.

The weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn.

Sunbreecher. This weapon can be used to fire bolts of searing light. These are ranged weapon attacks with a normal range of 20 feet and a long range 60 feet, which use your Dexterity modifier for their attack and damage rolls, and deal 1d6 radiant damage on a hit. 

Point Blank Shot. When you hit a creature with a melee attack with this weapon on your turn, you can use a bonus action to expend 1 or more charges, firing off a burst of light. The creature takes 1d6 radiant damage per expended charge, and must succeed on a DC 15 Constitution saving throw or be blinded until the end of your next turn. 

It's High Noon. As an action while holding this weapon, you can expend 1 charge to conjure a sunlit duelling ground. Choose a creature you can see within 15 feet of you; a 15-foot-radius, 60-foot-tall cylinder of bright light appears, centred on you, for 1 minute or until you leave the area. The first time each turn the other creature attempts to leave the area, it must make a DC 15 Charisma saving throw. On a failed save, the target can’t willingly leave the area that turn. While the creature is in the area, attacks made with this weapon deal an extra 1d6 radiant damage to it on a hit. 

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Uncommon variant: Reduce the charges to 3, the recharge to 1d3, and the DC to 13. Remove the It’s High Noon property. 

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