Weapon (crossbow, heavy), rare

Weapon type: Martial (firearm), ranged.

Properties: Ammunition (5), heavy, two-handed, loading (see below), scoped (special)

Range: 200 / 800 feet

Damage: 2d10 piercing

Damage type: Piercing

Attack: Melee/Ranged weapon attack: d20 + (Dex modifier) + proficiency bonus to hit. Use Dexterity for attack and damage modifier.

How to use (roll types)

  • Attack roll: d20 (standard attack roll). Add Dex modifier + proficiency bonus.
  • Damage roll: 2d10 + Dexterity modifier (roll damage dice on hit).
  • Ammo tracking: The rifle holds 5 rounds. Replacing/filling the magazine follows the reload rules below.
  • Critical hit: On a natural 20, roll damage dice twice as usual.

Special mechanics & DCs (explicit, copy-paste ready)

Scoped (aim) — optional accuracy rule

  • If the shooter spends their Action to Aim (take no movement, no other actions), they gain advantage on their next attack with the rifle before the start of their next turn.
  • If the shooter instead uses the Sharpshooter/Long Aim optional rule to ignore disadvantage from long range, that’s a houserule not built in here.

Roll/type involved: Grants advantage on the d20 attack roll (no DC).

Quick Reload (bonus action) optional

  • You may attempt to reload the rifle as a bonus action by making a Dexterity (Sleight of Hand) check.
  • DC: 15.
    • Success: magazine refilled to full (5 rounds).
    • Failure by 4 or fewer: you load only 1 round.
    • Failure by 5 or more: the rifle jams (see Jam rules).

Roll/type: Dexterity ability check (Sleight of Hand) vs DC 15.

Standard Reload (action)

  • If you have at least 1 round in reserve (ammo pouch), you can reload to full by using your Action, no check required. If you are reloading under extreme stress (see below), the DM may call for a check.

Roll/type: none (action reload).

Jam (malfunction)

  • The rifle jams if:
  • • a natural 1 is rolled on an attack roll while firing, or
  • • You fail a Quick Reload by 5 or more.
  • To clear a jam, you must spend an Action and succeed on a Dexterity (Sleight of Hand) or Intelligence (Tinker's Tools/Smith's Tools) check.
  • DC to clear: 15.
    • Success: weapon is cleared and can fire normally.
    • Failure: weapon remains jammed; you may try again with another Action, or take 1 minute to clear without a check.

Roll/type: Dex (Sleight of Hand) or Int (Tinker's/Smith's Tools) check vs DC 15.

Called Shot optional, high risk/high reward

  • If the shooter declares a called shot (specific location, e.g., head), they attack at disadvantage. If the attack hits, roll normal damage + 2d6. After the hit, the target makes a Constitution saving throw.
  • DC: 15.
  • • On a failure, the target suffers a minor incapacitating effect (DM option, e.g., stunned until the end of its next turn if humanoid), or the DM may instead apply 3 levels of narrative injury (bleeding, reduced vision, etc.).
  • • On a success, the extra damage still applies, but no additional effect.

Roll/type: attack roll d20 at disadvantage; Con saving throw vs DC 15 if hit.

(This is optional and should be balanced by your table called shots, which can be narration-heavy; reduce effects if it breaks your balance.)

Firing into Cover / Armor penetration

  • The rifle ignores half cover and treats three-quarters cover as half cover for attack roll penalties (represents high velocity penetration). It does not automatically bypass magical armor or invulnerability. The DM may require saving throws or special defenses for heavily armored or warded targets.

Roll/type: attack roll (d20) with adjusted cover calculations; no fixed DC.

Suggested Rarity & Cost (if you want economy)

  • Rarity: Rare (DM fiat), powerful but limited ammo/jamming balances it.
  • Basic cost (suggested): 250 gp (single weapon) plus 5 gp per round for quality rifle rounds (housekeeping).

Summary (for quick reference)

  • Attack: Ranged weapon attack d20 + Dex + proficiency.
  • Damage: 2d10 + Dex. Range 200/800 ft. Holds 5 rounds.
  • Special rolls/DCs:
    • Quick reload (bonus action): Dex (Sleight of Hand) DC 15.
    • Clear jam: Dex (Sleight of Hand) or Int (Tinker/Smith) DC 15.
    • Called shot on hit: target makes Con save DC 15.
    • Jam triggered by a natural 1 on attack or a big Quick Reload failure.

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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