Weapon (crossbow, heavy), uncommon

Martial Ranged Weapon (firearm), uncommon (DM may change rarity)

Stats

  • Damage (Semi Auto): 1d8 piercing
  • Damage Type: Piercing
  • Range: 80/240 ft (short/long)
  • Weight: 7 lb
  • Magazine: 30 rounds
  • Properties: Ammunition, two-handed, reload (30), special (modes below)
  • Cost: 600 gp (weapon) Ammo: 30‑round magazine 1 gp; single bullets 0.05 gp each (30 bullets = 1.5 gp if sold loose)

Firing Modes (use one mode when you take the Attack action with the weapon)

Semi Auto (default)

  • Make a normal ranged weapon attack: +proficiency + Dex modifier to hit.
  • Damage on hit: 1d8 piercing.
  • Uses 1 round from the magazine.

3 Round Burst

  • As part of the Attack action, you can fire a 3-round burst. You make one attack roll at disadvantage.
  • If it hits, the target takes 2d8 piercing damage (representing 3 close-grouped bullets).
  • Uses 3 rounds from the magazine.
  • Jam check: If the attack roll is a natural 1 while using Burst, the weapon jams. See Jam rules below.

Full Auto Suppressive Fire

  • As an action, you may fire up to 10 rounds in a continuous stream. Pick the number of rounds you expend (minimum 2). You make a single attack roll with disadvantage.
  • On a hit, the target takes 1d8 piercing + 1d6 piercing per additional 2 rounds expended beyond the first (round down).
    • Example: expend 6 rounds → base 1d8 + extra from (6 − 1) = 5 rounds → floor(5/2)=2 → add 2d6.
  • Uses the chosen number of rounds from the magazine.
  • Recoil check: If you fired more than 3 rounds, you must succeed on a Constitution saving throw (DC 12) or have disadvantage on attacks until the end of your next turn (difficulty scales with number of rounds at DM discretion).
  • Jam check: If the attack roll is a natural 1 while using Full Auto, the weapon jams.

Reloading & Jams

  • Reload (magazine swap): Requires an Action to replace a magazine (using the weapon’s reload property).
  • Quick swap: If you have a free hand and a spare magazine ready, you may spend a Bonus Action to swap magazines (DM may restrict if surprised or grappled).
  • Jam: When a jam occurs (natural 1 on the attack roll while Burst or Full Auto), the gun stops functioning immediately. To clear it:
    • Using Sleight of Hand or a tinker/Smith’s Tools check DC 12 as an Action success clears the jam.
    • Alternatively, spending an Action to force it open with Strength (Athletics) at DC 15 clears the jam but deals 1d4 bludgeoning to the weapon (DM may call for repairs later).
    • A long rest with proper tools fully clears and cleans the weapon.

Optional: Misfire & Maintenance (flavor/balance)

  • If the weapon is used while dirty/poorly maintained (DM call), increase Jam DC by +2 and increase chance of a jam (e.g., jam on natural 1 2 instead of only natural 1).
  • Repairing a damaged submachine gun requires a short rest and Smith’s Tools check (DC 13) or specialized gunsmithing over several hours.

Suggested DC Summary (quick reference)

  • Sleight of Hand / Tinker to clear jam: DC 12 (Action)
  • Force open (Athletics) to clear jam: DC 15 (Action; 1d4 weapon damage)
  • Recoil save after >3 rounds fired (Con): DC 12 (fail = disadvantage next turn)
  • Reload (swap mag): Action (Bonus Action if spare mag & free hand)

Balance & DM Notes

  • This stat block aims to keep firearms exciting but not game-breaking. Semi-Auto roughly matches a heavy crossbow’s DPR but with longer range; Burst and Full‑Auto trade accuracy for damage/area pressure.
  • If you use full‑auto frequently, enforce recoil and ammo scarcity (magazine cost, ammo weight) to prevent abuse.
  • Feel free to tweak damage dice upward/downward (e.g., 1d10 instead of 1d8) if your table prefers higher lethality or grittier play.

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

MIKEVTRECHEN

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