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# 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.
\pagebreakNum ## 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.|
\pagebreakNum # Related Feats ### Crossbow Expert (See the Rapid Reloader feat and the Repeating Crossbow for old functionality.) - Your DEX increases by 1. - You may reload crossbows even if you do not have a free hand. - You do not gain disadvantage for attacking an enemy within 5ft of you while holding a crossbow. - When you ready an action and that action is a ranged weapon attack with a crossbow, that attack is made with advantage. ### Gunslinger - When you roll initiative and you are not surprised, you may declare a quickdraw. When you do so, you have advantage on that initiative roll and you must take the Attack action with a firearm you have proficiency with on your first turn. - You may reload firearms even if you do not have a free hand. - You gain proficiency in tinker's tools. In addition, you may repair a jammed firearm as a bonus action by making a DC 10 check with your tinker's tools. \columnbreak ### Rapid Reloader #### Prerequisite: Level 4 or higher - You may reload weapons with the Loading property in half as many attacks, rounded down, treating a score of less than 1 as (--). - You may spend your bonus action and all of your remaining movement to ignore the Loading property of weapons with a Loading score of (--) until the end of your turn. When you do so, you the weapons used are also reloaded at the end of your turn. ### Signature Weapon - Choose one type of weapon. You gain proficiency with that weapon, if you don’t already have it. - You gain +1 to attack rolls with the chosen weapon. - You have advantage on rolls made to contest Disarm checks against you while you are wielding the chosen weapon. - If you roll a 1 on an attack roll with the chosen weapon, you may reroll that d20 once, and you must use the new result, even if it is another 1.