These are all weapons of angels that real poison, fire, radiant, or necrotic. When receiving them roll 1d4 to see which damage type unless they clarify otherwise.
They use gemstones as ammo. New ammo can be created with tinker tools for a gemstone. It can also be attempted with disadv. and -3 without tools. Its a DC 16 check to make the bullet.
A large metal rifle with 9 sets of wings across it. This rifle only uses fire damage. Can hold 30 rounds in its mag.
It has 3 fire settings
2: Rolls 2d8 with Adv and Proficiency if you have it in rifles
3: Rolls 3d10 with proficiency if you have it in rifles
9: Rolls 9d12 with a -1
A launcher that has angel wings along it. It requires 20 gems to load. It will launch delayed fireball at a location in sight that will detonate as soon as another creature within range acts.
This rifle launches a 15 ft. cone and can hold 8 rounds. Each round needing 10 gems to reload. It deals 3d12 poison with proficiency if you have a rifle proficiency. Enemies hit with this weapon will have -2 to dexterity.
Requires attunement. Consumes 1 1st level spell slot each day. In turn you gain 2 hit dice.
This revolving sniper deals 6d10 and has double advantage to hit. It can hold 10 rounds needing 2 crystals for each bullet.