When creating a tier 3 weapon it will gain +2 to hit and +3d4 elemental damage. It must be a tier 2 weapon and the creator must be level 14. It consumes 500 gold worth of weapon parts, 45 focus / resource, and 15d12 hours.
Crowd Control: When you kill a hostile creature with this weapon is gains +2 to damage rolls. This feature can only increase the damage by a max of 6.
(Firearm) One-Two Punch: Hitting a hostile creature with a melee attack or melee feature increases the critical hit range by 1 and damage by 1d4.
(Firearm) Final Round: On the last round of this weapon the critical hit range is expanded by 2.
(Firearm) Luck in the Chamber: When rolling damage for a shot roll an additional d6. On a 5, it has a +5 to hit. On a 6, it has +6 to damage. If a 6 has been rolled this effect can not happen again until reloaded.
(Firearm) Ricochet Rounds: This can not be chosen if another ammo type feature has been chosen such as armor piercing, ricochet or explosive. When hitting roll a d6. On a 6 it will bounce to a target location or creature within 10 ft. dealing the same damage.
Surrounded: If you take a shot with this weapon and 3 or more creature are within 15 ft. of you, you gain advantage on rolls. Add +1 per creature within 15 ft. of you.
(Firearm) Full Court: If you take a shot with this weapon it gains +1 damage for every 10 ft. it travels.
(Firearm) Mulligan: If you miss a shot from this weapon roll a d6. On a 6 the bullet returns to your weapon.
(Firearm) Trench Barrel: If you land a melee feature or hit while holding this weapon it gains +2 to hit and damage on the next shot.
Adaptive Frame: If you miss an attack with this weapon by less than 5, make another attack with the weapon.
Palindrome: "Draw, O coward" You always attack first in combat if using this weapon, and then roll initiative and resume as normal.
(Melee) Burst Frame: This weapon gains the oversized property. It launches a 20 ft. line attack when attacking.
(Melee) Heavy Frame: This weapon gains the oversized property and critical range is expanded by 2. When attacking you spin hitting all creatures within 5 ft.
Exhumed 2: While holding this weapon you gain advantage on constitution saves and death saves. It gains +2 to hit.
Explosive Rounds 2: This feature can only be used if the feature explosive rounds is taken. When this feature is taken choose between 2 of the following features.
Black Powder: The weapons radius increases by 5 ft. dealing 1/4 to all creatures within 10 ft. and 1/2 to all creatures within 5 ft. of the target location.
Impact Casing: Explosive Rounds deal an additional 5 damage to creatures directly hit with it.
Sticky Rounds: Explosives launched will stick to a target location and blow up in 1 minute or once a creature comes within 5ft.