Weapon
Rare
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to use the Search Action.
Blackpowder. Blackpowder weapons fire projectiles with ear-splitting noise, shredding armour with deadly force. When fired, Blackpowder weapons emit a deafening crack audible 300 feet away. Unfortunately, Blackpowder weapons often become useless when wet. If a Blackpowder weapon is exposed to heavy rain, submerged, or drenched in water by a similar means, then it cannot fire. A character cannot use this weapon again until they complete a short rest in dry conditions.
Range. A weapon that can be used to make a ranged attack has a range shown in the table. The range lists two numbers, the first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have DisADV on the attack roll. You can't attack a target beyond the weapon's long range.
Reload (6). The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or a Bonus Action to reload. You must have one free hand to reload a weapon.
Repeater. Repeater weapons fire rounds in quick succession, either using multiple barrels or quick reloading mechanisms. When you take the attack action with a Repeater weapon, you can use a bonus action to attack again with the same weapon. You don’t add your ability modifier to the damage of the second shot, unless that modifier is negative. You can make this bonus action even if the weapon has the Loading property.
Firearm. When you attack a creature with a firearm, you ignore an amount of their AR equal to half your prof. bonus (rounded down). You only gain this benefit if you are proficient with the weapon.
Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.
Martial Special Attacks
When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.
Firearm. On a hit, you can forgo 1 extra attack to force the target to make a Con Save.
Failure. The target takes 1 extra die of damage from the attack and gains the Bleeding condition.
Pinpoint Attack. On a hit, you can forgo 1 extra attack to force the target to make a Con Save.
Failure. The target is Impaired until the end of their next turn.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save.
Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Sunder Armor. On a hit against a creature wearing armor, you can forgo 1 extra attack to force the target to make a Con Save.
Failure. The target takes 1 extra die of damage from the attack and loses 1 level of Defense for 1 minute.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Type |
Damage |
Damage |
Range |
Advanced Ranged |
2d4 |
Piercing |
25/100ft. |