Crossbow Rework and Firearms

by Kayzen

Search GM Binder Visit User Profile

Weapon Properties

In addition to the properties listed in the PHB, some weapons have the following properties:

Buckshot

Attacking within the long range of this weapon does not impose disadvantage. Instead, you do not add your ability score modifier to the damage dealt and any creatures within 5 feet of the target of the attack are also are affected. Make one attack and damage roll to apply to all targets.

Concealed

This weapon is small, maneuverable, and can be easily hidden, giving you advantage on any Sleight of Hand checks to do so.

Free-handed

You may still make use of a hand that wields a free-handed weapon. You may have no more than one piece of free-handed equipment per hand (your unarmed strikes do not count against this limit.)

Headshot

When this weapon strikes a vulnerable location on its target, it can deal truly devastating damage. Whenever you roll max damage on any of this weapon's damage dice, you may roll an additional die of that type and add it to the damage dealt.

Loading

This weapon must be loaded with the appropriate ammunition before it can be fired. As long as you have a free hand, when you take the attack action you may forgo any number of attacks to work towards reloading this weapon. Doing so requires a number of attacks equal to this weapons loading score (the value in parentheses) to reload. If this weapon has a Loading score of (--), it is considered loaded at the start of each of your turns. Also, you may reload it as a bonus action.

Magazine

This weapon can be fired a number of times equal to the value in parentheses before needing to be reloaded.

Misfire

This weapon is particularly fragile or volatile. When you critically fail an attack with this weapon it becomes jammed and is unusable until you repair it as a part of a short or longer rest.

Prone Fighting

You do not suffer disadvantage for attacking while prone with this weapon.

Crossbows

Crossbows

Weapon name Value Damage + Type Weight Properties
Hand Crossbow 75 gp 1d6 Piercing 3 lb. Ammunition (30/120), Loading (--), Prone Fighting
Heavy Crossbow 50 gp 1d12 Piercing 12 lb. Ammunition (100/400), Two-Handed, Loading (2), Prone fighting, Special
Light Crossbow 30 gp 1d10 Piercing 5 lb. Ammunition (80/320), Two-handed, Loading (--), Prone Fighting, Special

Heavy Crossbow: If your Strength score is less than 13, this weapon instead has the Loading (6) property.

Light Crossbow: If your Strength score is less than 11, this weapon instead has the Loading (1) property.

Advanced Crossbows

Weapon name Value Damage + Type Weight Properties
Double Crossbow 500 gp 1d10 Piercing 7 lb. Ammunition (50/320), Two-handed, Loading (2), Magazine (2) Prone Fighting, Special
Repeating Crossbow 250 gp 1d6 Piercing 3 lb. Ammunition (30/120), Loading (10), Magazine (10), Prone Fighting, Misfire
Wrist Crossbow 100 gp 1d4 Piercing 1 lb. Ammunition (30/60), Loading (--), Prone Fighting, Free Handed, Concealed

Double Crossbow: If your Strength score is less than 11, this weapon instead has the Loading (4) property

Repeating Crossbow: You may fire this crossbow once as a bonus action on your turn.

Firearms

In some settings, especially those with artificers or higher technological levels, Firearms can be found. Firearms are often rare, volatile, and expensive, but they have the potential to be more deadly than any other form of weapon. Firearms are neither simple nor martial weapons, and require separate proficiency. All firearms are unable to function while wet, and produce a noise audible within 300ft when fired. Also, all firearms have the Finesse property, as strength can be used to control recoil and improve accuracy.

Basic Firearms

All basic firearms have the Loading and Misfire properties. Due to their high Loading scores, it is often impractical to reload them mid-combat, making them better suited for a one-and-done style, where after being fired you switch them for another weapon.

Weapon name Value Stat req. Damage + Type Weight Properties
Blunderbuss 750 gp -- 2d8 Piercing 11 lb. Ammunition (15/50), Buckshot, Finesse, Loading (4), Misfire, Two-Handed
Flintlock Pistol 500 gp -- 1d10 Piercing 3 lb. Ammunition (100/400), Concealed, Finesse, Headshot, Loading (1), Misfire
Musket 1000 gp -- 3d4 Piercing 10 lb. Ammunition (150/700), Finesse, Headshot, Loading (4), Misfire, Prone Fighting, Two-Handed

Advanced Firearms

Advanced Firearms lack the misfire property, and have superior range to basic firearms. Most importantly, their quick reload times make them viable as primary weapons. These firearms are not recommended to be readily available to most low-level parties.

Weapon name Value Stat req. Damage + Type Weight Properties
Revolver 1750 gp -- 1d10 Piercing 3 lb. Ammunition (120/500), Finesse , Loading (1), Magazine (6)
Rifle 2500 gp -- 3d4 Piercing 9 lb. Ammunition (400/1000), Finesse, Headshot, Prone Fighting, Two-Handed
Shotgun 2000 gp -- 2d8 Piercing 11 lb. Ammunition (20/60), Buckshot, Finesse, Loading (1), Magazine (2), Special, Two-Handed

Shotgun: This weapon can either use Slugs or Buckshot as ammunition. When using Slugs, this weapon loses the Buckshot property and gains the Headshot property, and it's range instead becomes (200/600) .

Ammunition

Generally, it is assumed that you have mundane ammunition for weapons like Slings, Bows, and Crossbows. However, it is recommended to track ammunition for firearms as a balancing lever against their high damage output. All firearm ammunition is unable to function while wet, and Cartridge bullets and Shells are irreparably damaged if gotten wet.

Ammunition Name Value (x20) Weapon Used Weight (x20)
Simple Bullet 10 gp Flintlock Pistol, Musket 1 lb.
Cartridge Bullet 40 gp Revolver, Rifle 1 lb.
Lead Shot 12 gp Blunderbuss 1 lb.
Shell, Buckhot 20 gp Shotgun 1 lb.
Shell, Slug 50 gp Shotgun 2 lb.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.