Weapon (crossbow, heavy), very rare

Quick facts

  • Weapon Type: Martial, ranged (firearm style)
  • Base D&D analogue: Heavy crossbow (range/weight/role).
  • Damage (single shot): 1d10 piercing
  • Properties: Ammunition, heavy, two-handed, special (see below)
  • Range: 120 / 480 ft
  • Weight: 15 lb
  • Rarity / Attunement: Very Rare; requires attunement by a character with martial weapon proficiency (optionally: proficiency with firearms if your table uses that).
  • Cost (craft/buy): 1,200 gp (craft: 800 gp + 10 days + Tinker’s tools DC checks), Repair parts/month: 5 gp
  • Ammo: 1 bullet per single shot. 50 bullets = 5 gp, weight 1 lb per 20 rounds.

Attack & firing modes

You must load the weapon with ammunition (1 bullet per single shot). The machine gun has three firing modes. Switching modes is a free object interaction.

Single Fire

  • Action: Attack with a ranged weapon attack (Dex or Strength as your table prefers; default: Dexterity).
  • Cost: 1 ammo.
  • Damage: 1d10 piercing + your Dex modifier on hit.
  • Notes: Use normal critical rules (crit doubles weapon dice).

Three Round Burst

  • Action: Make one ranged weapon attack (single attack roll).
  • Cost: 3 ammo.
  • Damage on hit: 3d10 piercing (roll once, add Dex mod once).
  • Recoil: After using a burst, you take a 2 penalty to attack rolls with this weapon until the end of your next turn (represents recoil recovery).
  • Balance note: Burst is a reliable single-target burst; it uses more ammo and causes recoil.

Full Auto (Suppressive / Area)

  • Action: Choose either (A) a single creature or (B) a 30 ft line (suppressive fire).
    • (A) Single creature: make an attack; on hit, deal 5d10 piercing (cost 5 ammo).
    • (B) Line (30 ft long, 5 ft wide): make a single attack roll against a Dexterity saving throw DC equal to 8 + your proficiency + your Dex mod. Each creature in the line that fails the save takes 3d10 piercing; on success, they take half. Cost: 5 ammo.
  • Overheat: Full Auto forces an immediate Overheat check (see below).
  • Recoil: After Full Auto, you suffer disadvantage on your next attack with this weapon until you use your action to re-stabilize (Sleight of Hand DC 10, or use an object interaction to brace).

Special: Loading / Reload

  • The weapon uses a box magazine-style reload. Reloading from empty takes 1 action (replace magazine).
  • If you still have rounds, you can use a bonus action to swap magazines if you have a spare.
  • Running out of ammo in the middle of a burst/full auto cancels the remaining bullets (no partial damage).

Jam, Overheat & Clearing (roll DCs & checks)

Weapons like this need maintenance fun for the table mechanics.

Overheat rule

  • Track consecutive rounds fired this turn. If you fire 10 or more rounds cumulatively across actions without taking an action to “vent/brace” (see below), you must make a Constitution saving throw: DC 12 + # of consecutive rounds beyond 10 (e.g., 12 for 10, 13 for 11, etc.).
    • On fail: The weapon overheats. The weapon becomes jammed, and the wielder takes 1d6 fire damage; the weapon is unusable until cleared.
    • On success: The weapon works, but counts as “hot” next round, any Full Auto attempt automatically increases DC by +2.

Clearing a jam

  • Action: To clear a jam, make a Sleight of Hand check (DC 15) or use Tinker’s Tools with Intelligence (Tinker’s Tools) DC 12.
    • On success: Weapon is cleared.
    • On failure: You take 1d6 fire damage, and the weapon remains jammed; you may retry (each retry risks more heat/damage).
  • Alternative: A short rest with access to tools/parts clears the jam automatically.

Vent / Stabilize

  • As an action, you can “vent and brace” the gun to cool it: make a Dexterity (Sleight of Hand) DC 10 check. On success, you reset the consecutive round counter to 0 and remove the recoil penalty. On a fail, you still cool 5 rounds off the counter but suffer no further effect.

Maintenance & Reliability

  • Long-term maintenance: Each month without proper maintenance (Tinker’s Tools check DC 10), the weapon accumulates “wear”; after 3 failed monthly checks, it becomes unreliable (DM may impose +1 DC to clear jams, or reduce rarity).
  • Tinkering: Using Tinker’s Tools allows a smith to reduce jam DCs by 2 or reduce overheat thresholds after a successful long repair (8 hours + 25 gp parts).

Suggested Rarity / Balancing Tips for DMs

  • Rarity: Very Rare. It’s powerful and resource-intensive. Require attunement by a martial proficient user.
  • Ammo scarcity: Keep ammo scarce/expensive in low magic settings to limit abuse.
  • Environmental limits: In close dungeons or magic-suppressed zones, the DM can increase jam/overheat chance.
  • Damage tuning: If this feels too strong, reduce burst multiplier (e.g., burst = 2d10) or make full auto 3d10 single target instead of 5d10.

Example stat lines (copy/paste for a stat block)

Basic Machine Gun (very rare, requires attunement by a creature with martial weapon proficiency.)

  • Ranged weapon attack: +X to hit, range 120/480, one target.
  • Single: 1d10 piercing.
  • Burst (3 rounds): 3d10 piercing (cost 3 ammo), 2 to next attack with this weapon.
  • Full Auto (single): 5d10 piercing (cost 5 ammo); Overheat check (Con save DC 12) after firing.
  • Loading: action to reload the magazine. Overheat/jam rules apply.

Crafting & Cost breakdown (DM suggested)

  • Buy: 1,200 gp.
  • Craft: 800 gp in parts + Tinker’s Tools proficiency (takes 10 days; Smith’s Tools/ Tinker’s Tools DC 13 to complete).
  • Ammo: 50 bullets = 5 gp (0.1 gp per bullet). Spare magazines: 10 rounds each (1 gp / mag).

Quick play tips for players

  • Use Single for repeated, accurate shots.
  • Use Burst to chew through a tough single target quickly.
  • Use Full Auto to suppress groups, but watch your heat and ammo.
  • Always keep at least one spare magazine and use Vent as an action when you anticipate sustained fire.

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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