Basic Assault Rifle
Weapon (martial, firearm requires Firearms proficiency or special training)
Weight: 8 lb. • Magazines: 30 rounds (standard) • Damage: 2d8 piercing (single shot) • Range: 80/320 ft (short/long) • Ammunition, reload (magazine), two‑handed, heavy*
Attack & Use
- Attack roll: d20 + proficiency bonus + Dexterity modifier (uses Dexterity for attack and damage).
- Damage: 2d8 + Dexterity modifier (piercing) on a hit.
- Critical: On a natural 20, roll damage normally and add one extra 2d8.
Fire Modes
You may switch firing modes as part of a short rest or with a bonus action if you have a weapon manipulation feature allowing it. Changing magazine counts as reloading (see Reload below).
- Semi Automatic (default).
- Action: Make one ranged attack.
- Ammo used: 1 round.
- 3‑Round Burst.
- Action: Fire a 3‑round burst. Make three separate attack rolls (they can target the same creature or different creatures within range). Each attack roll is made at 2 to hit.
- Ammo used: 3 rounds.
- Notes: If you have Extra Attack, the burst still consumes its action to fire the three attacks (it does not stack with Extra Attack).
- Full‑Auto Suppressive Fire.
- Action: Choose one 30 ft. line or a single creature within range. All creatures in the line (or the single chosen creature) must make a Dexterity saving throw (DC = 8 + proficiency bonus + Dexterity modifier of the shooter).
- On a failed save: target takes 2d8 piercing (half on success).
- Ammo used: consumes 1 round per creature hit (minimum 1, maximum magazine capacity). For a line target, count only creatures hit toward ammo usage.
- Limitation: Full auto is loud and excessive; using it attracts attention (see Sound & Stealth).
- Special: Using Full Auto requires the shooter to be trained with Automatic Weapons (DM’s call otherwise use only Semi/Burst).
- Action: Choose one 30 ft. line or a single creature within range. All creatures in the line (or the single chosen creature) must make a Dexterity saving throw (DC = 8 + proficiency bonus + Dexterity modifier of the shooter).
Reload & Ammo
- Reload: Replacing the magazine is an Action. If you have a spare magazine and a free hand, you may reload as a Bonus Action with a Dexterity (Sleight of Hand) check DC 10.
- Speedloader / Quick Change: If the weapon has a Quick Change mod, reload as a bonus action automatically.
- Out of Ammo: If you try to fire with no ammo, you may spend an Action to chamber a round from a tracked supply (DM adjudicates).
Jams & Misfires
- Natural 1 on an attack roll: Roll d20 again. On a second roll of 1–3, the weapon jams (misfires).
- Clearing a jam: Use an Action and succeed on either:
- Dexterity (Sleight of Hand) check DC 12, or
- Intelligence (Tinker’s Tools) check DC 10.
- On a failure, it takes your next turn to clear the jam (or use a tool/ally to assist, giving advantage).
- Misfire chance increases by +1 on the second jam in the same encounter, and +2 for the third (reset after an hour of maintenance).
Overheat (Sustained Fire)
- Each time you use Full Auto, mark one Overheat point. If you gain 3 Overheat points without a short rest or maintenance, make a Constitution saving throw (DC 12 + number of Overheat points beyond 2).
- On a failed save: the weapon overheats and is unusable for 1d4 rounds (cooldown), and you take 1d6 fire damage.
- On a success: weapon works, but you cannot use Full Auto again until you finish a short rest or spend an Action to perform a cooling procedure (Intelligence (Tinker’s Tools) DC 12 to cool immediately).
- A short rest with maintenance (Tinker’s Tools DC 10) clears all Overheat points.
Sound, Concealment & Stealth
- Firing the rifle is very loud: it automatically alerts creatures within 300 ft unless the shooter has a suppressor mod or the DM rules otherwise.
- Attacks made without taking steps to conceal (stealth) grant advantage to saving throws against being located (DM call).
Maintenance & Long-Term Checks
- If you go 24 hours without proper maintenance, the weapon incurs a 1 penalty to attack rolls (stacking) until cleaned.
- Cleaning check: Intelligence (Tinker’s Tools) DC 10 restores normal function; DC 15 if it’s been used in harsh (wet/acid/ash) conditions.
Crafting, Costs & Rarity (suggested)
- Crafting requirement: Smith’s tools or Tinker’s Tools; one who crafts must be proficient with them and have Firearms training.
- Craft DC: Smith’s Tools or Tinker’s Tools check DC 15 plus access to firearm parts and a forge/workshop.
- Base cost: 600 gp (common world variant) — DM can increase for high fantasy settings.
- Rarity: Uncommon to Rare, depending on setting & legal restrictions.
Optional/Modular Upgrades (useful DM economy)
- Suppressor (mod): Costs 150 gp. Reduces sound to standard loudness (not quiet), halves alerted radius, and gives +2 bonus to Stealth checks when firing. Requires Tinker’s Tools DC 12 to attach.
- Optic (scope): +1 to attack roll for long range beyond the short range, or grants advantage on checks to spot targets at long distance. Cost 200 gp.
- Extended/Drum Mag: +20 or +40 rounds. +120 gp / +250 gp. Increases weight and reload time (reload still Action).
- Bipod (stabilizer): Grants +1 to attack rolls when prone or braced; reduces recoil penalties for Burst (apply as 1 instead of 2). Cost 75 gp, attached with DC 10 Tinker’s Tools.
- Armor Piercing rounds: Treats cover as 1 step lower (e.g., three-quarters cover -> half cover). Rare ammo; +50 gp per 10 rounds.
Suggested Balance Notes for DMs
- The rifle is powerful at range; balanced by limiting availability, requiring training, and giving clear drawbacks: loud, heavy, reload cost, jam chance, and overheating.
- If players get Extra Attack or multiattack features, explicitly prevent stacking Burst/Full Auto with class Extra Attack unless you want high fire rates, e.g., say “Burst uses the Attack action and cannot be combined with Extra Attack.”
Quick Reference (for table)
- Attack: d20 + Prof + Dex
- Damage (Semi): 2d8 + Dex (piercing)
- Burst: 3 attacks at 2; uses 3 ammo
- Full Auto: 30 ft line or single target; Dex save DC = 8 + Prof + Dex; fail = 2d8, half on success; ammo per target.
- Reload: Action (bonus action with Sleight of Hand DC10 + spare mag)
- Jam on nat 1 -> reroll 1 3 = jam. Clear: Sleight DC12 or Tinker DC10.
- Overheat: 3 uses of Full‑Auto → Con save DC 13+ → possible unusable +1d6 fire.
- Craft: Smith/Tinker DC15; cost ~600 gp.
Proficiency with a Heavy Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Ammunition, Heavy, Loading, Range, Two-Handed, Push
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