Weapon (crossbow, hand), uncommon
- Weapon type: Martial, ranged
- Damage: 1d10 piercing
- Range: 30/90 ft. (short/long)
- Properties: Ammunition (revolver cylinder, 6), Loading (one shot per attack), Two‑handed? No (can be used with one hand), Light.
- Weight: 3 lb.
- Proficiency: Proficiency with martial ranged weapons applies.
- Ability: Attack rolls use Dexterity.
Attack & criticals
- To hit: d20 + proficiency bonus + Dex modifier.
- On a natural 20: critical roll weapon damage dice twice (so 2d10) and apply other critical effects as your table uses.
- On a natural 1: treat as an attack failure, see Malfunction / Jam below.
Ammunition & Reloading
- Capacity: 6 rounds (cylinder).
- Reload (normal): Replacing/rotating a full cylinder takes 1 Action.
- Speed reload (risky): Attempt a Dexterity (Sleight of Hand) check against DC 15 to reload as a Bonus Action.
- Success: cylinder reloaded (you fire on subsequent turns).
- Failure: the pistol jams (see Malfunction).
- Partial reloads: not mechanically tracked unless your table wants to track individual rounds; you may allow "load 1 2 rounds" as a DM call (DC and time vary).
Malfunction / Jam
- Trigger: On a natural 1 when firing, or when a Speed Reload check fails.
- Effect: The pistol is jammed; it cannot fire until cleared.
- Clear jam: spend 1 Action to attempt a Dexterity (Sleight of Hand) or Strength (Athletics) check vs DC 10.
- Success: pistol cleared.
- Failure: still jammed, must spend another Action to try again.
Recoil (controlling follow-up shots)
- If you fire more than once in the same turn (for example, via Action Surge, Crossbow Expert-like features, or TWF house rules), each additional shot after the first incurs 2 to attack rolls (cumulative).
- Control recoil: you can make a Strength (Athletics) or Dexterity (Sleight of Hand) check vs DC 12 as a free/bonus action (DM call) to avoid the 2 penalty for that extra shot.
- Fail: take the penalty; Crit on natural 1 still triggers jam rules.
Aiming / Steadying (optional tactical rules)
- Steady Aim (optional bonus action): make a Dexterity (Sleight of Hand) check vs DC 12.
- Success: gain +2 to attack rolls with the pistol until the end of your turn (or ignore half cover for that shot).
- Failure: no benefit, you still used the bonus action.
Special: Precision Shot (optional)
- If you spend your Action to make a single aimed shot (no movement beyond 5 feet), treat it as a Precision Shot: add +1d4 to damage. DM can make this a class/feat feature if desired.
Suggested Balance notes (DM tips)
- Treat this like a hand crossbow / light martial firearm in terms of rarity and proficiency expectations. It deals slightly more than a shortbow/hand crossbow (1d10 vs 1d6/1d8) but has ammunition limits and reload risk to balance it.
- If you allow cross-class rapid fire features or feats, enforce the recoil checks to keep pistols from becoming too spammable.
Proficiency with a Hand 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Ammunition, Light, Loading, Range, Vex
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