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Chapter 5: Advanced Weapons & Equipment

Chapter 5: Advanced Weapons & Equipment

Over many centuries, the people of Etharis have created and perfected specialized equipment and weaponry to combat and destroy the nightmarish monsters of the world—and each other. Whether these objects take the form of alchemical ammunition, resilient armor, or devious weapons, most serve to either protect or destroy.

Warriors of all stripes have also developed sophisticated techniques, turning weapons of straightforward but precise design more deadly. Advanced equipment comprises both practices, from new weapons to novel ways of using familiar ones. To function as it should, each piece of Advanced equipment must be made with exactness, and each one is a masterpiece of the craft required to produce it. Hence, each piece of Advanced equipment has a high price. The Advanced Weapon table and Advanced Equipment tables summarize these objects and their unique uses. Descriptions of these pieces of equipment include more details.

Advanced Weapon Training

Mastery of Advanced weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of an Advanced weapon, you must take the Advanced Weapon Proficiency feat.

Advanced Weapon Properties

The following properties are new or altered for Advanced weapons. Wielders of Advanced weapons have Disadvantage on attack rolls with these weapons unless they are proficient with the weapon.

Armor-Piercing

An Armor-Piercing weapon is a Melee weapon designed to punch through armor or thick hide. When you make an attack roll using an Armor-Piercing weapon, you gain a +1 bonus to the attack roll if your target is wearing armor or has an Armor Class of 18 or higher.

Blackpowder

Blackpowder weapons fire projectiles with ear-splitting noise, shredding armor with deadly force. When fired, Blackpowder weapons emit a deafening crack audible 300 feet away. A Blackpowder weapon exposed to heavy rain, submerged, or similarly drenched in water, can’t fire until dried for 1 hour. These weapons use paper cartridge bullets as ammunition.

Cumbersome

Cumbersome weapons are difficult to wield but are effective ranged tools for those strong enough to wield them. When making an attack with a Cumbersome weapon, you must use your Strength modifier for the attack and damage rolls.

Damage

A Damage property weapon can deal different types of damage. When you hit with an attack from this weapon, choose one of the damage types allowed.

Double

A Double weapon functions as two Light weapons, one in each hand, for the purposes of two-weapon fighting. If a Double weapon has the Reach property, you can use only one of these properties per turn.

Hafted

A Hafted weapon’s haft can function well as an off-hand attack. After you use the Attack action to attack with a Hafted weapon, you can use a Bonus Action to make a melee attack with the haft. The haft deals 1d6 Bludgeoning damage, and you add your ability modifier to damage.

Magazine

A weapon with the Magazine property also has a number and an ammunition type. The weapon holds that amount and type of ammunition, which you can expend before needing to reload the weapon. As a Bonus Action, you may remove a Magazine and then reload it with a new Magazine. A Magazine weapon comes with two empty magazines included in the weapon’s cost and weight. An additional empty magazine for a Magazine weapon costs 25 GP. Loading an empty Magazine with ammunition takes 1 minute.

Momentum

Momentum weapons allow you to deliver devastating attacks as part of rapid movement. When you hit with a Momentum weapon after you moved 20 feet or more in a straight line during the same turn, upgrade the damage dice to the weapon’s Momentum Dice value.

Repeater

Repeater weapons can fire ammo in quick succession, using multiple barrels or quick-reloading mechanisms. When you take the Attack action with a Repeater weapon, you can shoot multiple times if you have features that let you attack more than once as part of that action, such as Extra Attack. After taking the Attack action you can use a Bonus Action to attack once with the same weapon. You don't add your ability modifier to the Bonus Action's attack, unless that modifier is negative.

New Weapon Mastery Properties

The following are new Mastery Properties usable by characters who have a feature, such as Weapon Mastery, that unlocks the property for the character. Characters must also be proficient with Advanced weapons to use any Mastery Properties of an Advanced weapon.

Brutal

A Brutal weapon is designed for maximum damage. Brutal weapons score Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.

Defending

A Defending weapon is either made for parrying, has advanced techniques for use in parrying, or both. When wielding a Defending weapon, you may use your Reaction when you are hit by a melee attack roll. Roll 1d4 and add the result to your AC against the triggering attack.

Disarming

A Disarming weapon can catch a foe’s weapon, allowing you to remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the attacker must make opposed attack rolls, ignoring any sources of Advantage and Disadvantage. If your result is higher and the weapon is something the target can drop, the weapon falls from the target’s grasp, landing in its space.

If your winning result on the opposed attack roll was a Critical Hit, you can choose for the weapon either to land in a space of your choice up to 15 feet from the target, or to land in your hand if you have a free hand.

Entangling

When you take the Attack action on your turn and hit with an Entangling weapon, you can use a Bonus Action later on the same turn to entangle the target. The target must succeed on a Dexterity saving throw (DC 10 plus your Proficiency Bonus) or have the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.

To escape, the target must use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the same DC. On a success, the target no longer has the Grappled condition. While a creature is Grappled by this weapon, you can't use it to attack a different creature.

Returning

A Returning weapon allows you to hurl the weapon in such a way that it returns to you. When you make a ranged attack with a Returning weapon, the weapon returns to you immediately after hitting or missing the target. You can catch the weapon if you have a hand free to do so.

Scatter

Scatter weapons can devastate multiple enemies at once. When you take the Attack action and hit a creature with a Scatter weapon, measure the weapon’s scatter range from the target’s space (or one square the creature occupies if it is Large or larger). Creatures other than the original target that fall within the weapon’s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.

Set

Weapons with the Set property allow you to prepare for an oncoming attack. If a target enters your reach while you wield a weapon with this property, you can use your Reaction to make a melee attack with the weapon against that target.

Strong-Draw

A weapon with the Strong-Draw quality requires great strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.

Swift

Swift weapons help you recover quickly from missed attacks. When you miss with a Swift weapon, you have Advantage on the first attack roll you make with the weapon against the same target before the end of your next turn. If that attack hits, it also deals an extra 1d4 damage of the weapon’s normal damage type.

Advanced Weapon Training: Ammunition

Just as industrious crafters and disciplined masters have created advanced weapons and techniques, so too have they created ammunition to deal specialized damage. To utilize Advanced Ammunition, you must have proficiency with the weapon that uses the ammo, and you must be level 3 or higher.

Damage Types

Advanced Ammunition named after a damage type deals that damage type. Arrows and bolts can have wide heads that deal Slashing damage or blunt tips that deal Bludgeoning damage. A sling bullet can have facets that deal Piercing damage. All such ammo is heavier than normal; the weapon’s maximum range while using it is halved.

Ranging

Advanced Ammunition that has the Ranging property is lighter and better made than common counterparts. When you fire Ranging ammo, you can increase your weapon’s normal range by 50 percent.

Whistling

Ammunition with the Whistling property creates a high-pitched sound after firing. This sound is audible out to 300 feet from the ammo as it flies. Whistling ammo isn’t heavier, but it catches the air with intricate baffles to create its sound, so its maximum range is half normal. Whistling ammo deals Bludgeoning damage.

Alchemical Ammunition

Alchemical Ammunition carries an alchemical payload. Rather than hurling a vial, you fire Alchemical Ammunition from a Ranged weapon, using your normal attack bonus with that weapon.

Alchemical Ammunition is heavier than normal; the weapon’s normal and long ranges are halved. The Alchemical Ammunition is destroyed once used, whether the attack hits or misses.

Acid, Alchemist’s Fire, and Holy Water. When one of these pieces of Alchemical Ammunition hits, it deals the ammunition's normal damage, then applies the effect of the listed item to the target. No saving throw is allowed against this effect.

War Oil. A target hit by a piece of Alchemical Ammunition packed with War Oil takes damage as normal for the ammunition, then becomes coated in War Oil for up to 1 minute. Alternatively, you can target a point, such as the ground or a wall, and on an attack roll against AC 10, cause the War Oil to spill out of the ammunition, creating a circular patch of the viscous substance with a 10-foot radius.

War Oil is slick and highly flammable. An area coated in War Oil counts as Difficult Terrain, and a creature that starting its turn in a coated area or enters the coated area for the first time on a turn must succeed a DC 10 Dexterity saving throw or gain the Prone condition and have its Speed reduced to 0 until the end of its turn.

Additionally, if a creature or area coated with War Oil is exposed to an open flame or some other source of Fire damage, the oil ignites. The ignited oil burns for two rounds, dealing 2d4 Fire damage to any creature or object who comes in contact with it, and an additional 2d4 Fire damage to any creature that ends its turn while in contact with it. An ignited creature can douse the flames by using an action.

After burning for two rounds, being doused, or remaining unlit for 1 minute, War Oil dries up and ceases to be slippery or flammable.

Specialized Ammunition Properties

The following Advanced Ammunition properties impart more effectiveness to ammunition. Each piece of specialized ammunition can have only one of these properties. Because of the crafting skills required to make this ammunition, it is much more expensive.

Armor-Piercing

This ammunition works like an Armor-Piercing Melee weapon, but you fire the ammunition as a projectile from a Ranged weapon.

Blessed

When you hit with Blessed ammunition, the weapon’s damage type becomes Radiant. Also, if the target is Fiend, Fey, or Undead, that creature’s Speed is reduced by 10 feet until the end of its next turn, and the creature can’t take Reactions until the start of its next turn.

Brutal

Designed to open wide wounds, such as with a broad-bladed arrowhead, Brutal ammunition works like a Brutal Melee weapon.

Desecrated

When you hit with Desecrated ammunition, the weapon’s damage type becomes Necrotic. Also, if the target is Celestial, Humanoid, or Plant, that creature’s Speed is reduced by 10 feet until the end of its next turn, and the creature can’t take Reactions until the start of its next turn.

Incendiary

When you hit with Incendiary ammunition, the target takes an additional 1d4 Fire damage.

Advanced Equipment

The brilliant engineers and crafters who designed and built Etharis’s highly advanced weapons and ammunition did not stop there. Other inventions of war—and of peace—became invaluable to the soldiers, guards, and adventurers of Etharis.

Some pieces of Advanced equipment, such as the corrupting Shadowsteel Focus, need special training to fully employ. Other items, like the Retractable Shield, are usable by anyone proficient with shields. And many other pieces of equipment are usable by anyone—though few would be able to afford and maintain these mechanical, alchemical, or even magical marvels.

As they are expensive and difficult to make, access to Advanced equipment is limited—maybe even as limited as some magic items. The largest cities, or locations housing master crafters, may only have a few items of Advanced equipment.

The following items are considered Advanced equipment.

Blessed Stake

A Blessed Stake is a necessary tool in the arsenal of vampire hunters everywhere. This wooden spike, roughly a foot in length, has been blessed by a servant of an Arch Seraph in a special ceremony.

As an Attack action, a wielder can make a melee attack using Strength. Against most foes, this deals 1d4 Piercing damage. Against a Vampire that has the Stunned or Incapacitated condition, a successful attack with the Blessed Stake kills the Vampire.

If the Vampire is CR 10 or lower, the Vampire instantly crumbles to dust. If the Vampire is more powerful, its form remains whole for one year before crumbling to dust. If the Blessed Stake is removed before then, the Vampire rises with 1 Hit Point.

Breath of Beleth (Poison)

Named after the Arch Daemon of Fear, this poison creates an extremely powerful hallucinogenic effect that evokes a victim’s worst fears. The poison is airborne, and victims need only breathe it in to suffer its effects. On the rare occasions it has been used, people in crammed rooms have jumped out of windows or even killed each other out of abject fear.

Rumors say that the poison has been forbidden even by the Ebon Syndicate, deeming it too dangerous, too extravagant, and too conspicuous. Chances are that such a powerful substance wasn’t simply abandoned, however, and other rumors say the Ebon Syndicate still uses a milder version during interrogation.

Breath of Beleth (Inhaled). A creature who breathes and is in the same space as an open container of the substance must succeed at a DC 15 Constitution saving throw or have the Poisoned condition for 1 minute.

While Poisoned in this way, a creature has the Frightened condition, and it is Hostile to all creatures it can see. If a creature moves within 5 feet of a creature Poisoned in this way, the Poisoned creature must use the Dash action on its turn to move away. If it cannot move away, it must instead use the Attack action against the adjacent creature.

Buckler

This small shield is worn on the forearm. While worn, it gives you +1 to AC, and it can be used as a Martial Melee weapon with the Light property that deals 1d4 Bludgeoning damage.

Concealed Blade

A Concealed Blade is a dagger built into a mechanism hidden within a bracer or gauntlet. When you roll Initiative, you can make a Dexterity (Deception) check opposed by others’ Wisdom (Perception) checks. You have Advantage on the first attack made in the first round of combat against any enemy who failed their check.

Fire Bomb

You can throw a Fire Bomb by using an Attack action. Target one space you can see within 20 feet. A creature in this space must make on a DC 15 Dexterity saving throw. On a failed save, a creature in that space takes 2d6 Slashing damage and 4d6 Fire damage and starts Burning. Creatures adjacent to the attacked space take half that damage and are not Burning.

Grappling Gun

A Grappling Gun can shoot a Grappling Hook attached to a rope up to 150 feet, and the hook catches with a successful DC 10 Dexterity (Acrobatics) check.

Additionally, if you are falling, you can use a Reaction to shoot the Grappling Gun at an attachable surface to stop your fall. You still must succeed on the check to ensure the Grappling Hook catches on a solid object. On a successful check, you stop your fall.

Hunter’s Armor

Hunter’s Armor is a favorite of monster hunters across the length and breadth of Etharis. Any type of armor can be constructed as Hunter’s Armor by paying the listed extra cost. This reinforces the most vital areas with adamantine and mithral threads to turn devastating hits into normal wounds.

If a blow would cause a Grievous Wound, roll a d20. On an 11 or higher, the blow does not deliver a Grievous Wound.

Iron Net

This net is comprised of tiny interlocking iron rings. It acts as a normal Net, with the following changes:

  • The Iron Net’s range is 10 feet.
  • The DC of the Strength (Athletics) check to escape is 15.
  • The Iron Net has AC 13 and 15 HP.

These I don’t sell to just anyone,
but you seem to be a rather…discerning customer.

—Back-alley Arms Merchant

Mastercraft Instruments

These musical instruments are not just the work of the finest luthiers and artisans in Etharis, they have secret embellishments and innovations that can add to a musical performance.

If you are proficient in the instrument and have a Proficiency Bonus of at least +4, all Charisma (Performance) checks made using a Mastercraft Instrument have Advantage.

Noisemaker

This small mechanical device is a specialty of gnomish crafters. As a Utilize action, you can throw the Noisemaker into a space within 60 feet. When it lands, it makes a loud noise of some kind, depending on the whims of the creator: a musical clash, a whistling, a whirring, a buzzing, etc. This noise can be heard up to half a mile away.

A creature with an Intelligence score of 3 or less that is within 60 feet of the device when it goes off must succeed in a DC 10 Wisdom saving throw. On a failed save, the creature has the Frightened condition for one minute. As an Influence action, another creature who the Frightened creature can see or hear can attempt a DC 20 Wisdom (Handle Animal) or Charisma (Persuasion) check. On a success, the Frightened condition ends on that creature.

Prosthetics

The brutal warfare and vicious monsters prevalent across Etharis leave many with Grievous Wounds, including missing limbs and other potentially debilitating injuries. The engineers and crafters of the world have made great strides in helping those people deal with those injuries through Prosthetics.

When a creature with a Grievous Wound uses a Prosthetic, they ignore the penalties imposed by the Grievous Wound while wearing a Prosthetic that replaces the lost or wounded body part.

Some Prosthetics can be enchanted with magic, giving them even further powers. Rules for Magical Prosthetics can be found in the Grim Hollow Campaign Guide.

Retractable Shield

This mechanized shield retracts into a bracer worn on the forearm. With a quick motion, it can be expanded just as an opponent believes they’ve snuck a blow.

You can wear the Retractable Shield as a bracer on your forearm, and it does not count as having that hand occupied while the shield is retracted. As a Reaction to an attack hitting you, you can extend the shield, giving you a bonus to your Armor Class equal to your Proficiency Bonus against that attack. If this changes the attack from a hit into a miss, you may make one melee attack with a weapon or an Unarmed Strike against the provoking creature if they are within reach. The shield remains extended until the start of your next turn.

As a free interaction with an object on your turn, you can either extend or retract the shield. While the shield is extended, it occupies your hand and confers a +2 bonus to your Armor Class.

Seeing Glass

This ornate silver hand mirror is decorated with a motif of withered roses. The mirror’s reflection always shows the true form of any creature viewed in it as if the viewer had Truesight.

If the Seeing Glass is turned upon a vampire, the glass immediately shatters and is destroyed.

Shadowsteel Focus

A Shadowsteel Focus is a Spellcasting Focus that contains some amount of Shadowsteel. Any Spellcasting Focus can be made as a Shadowsteel Focus.

There is no benefit to using a Shadowsteel Focus instead of a Spellcasting Focus; however, a spellcaster with the Shadowsteel Adept featand Shadowsteel Master featfeats can gain the benefits associated with that feat when they use a Shadowsteel Focus.

Smoke Bomb

As a Utilize action, you can throw this smoky glass vial to a space up to 30 feet away. When the vial breaks, the concoction creates a 10-foot-radius Sphere of smoke. The area is Heavily Obscured. The smoke lasts for 1d4 + 2 rounds, or half as long in a windy area.

Stitching Needle

This black iron needle easily pierces the skin. If a creature’s mouth is sewn shut with a Stitching Needle, it loses the ability to speak and cast spells with verbal components. The creature gains the ability to communicate with telepathy out to a range of 60 feet.

Stitching the mouth of a willing, unconscious, or incapacitated creature takes 10 minutes. Removing the stitches takes 1 minute.

Tower Shield

This large shield provides more protection than a typical shield. While wielding a Tower Shield, you gain +3 to Armor Class. If you use an action to set the Tower Shield, you have Three-Quarters Cover until the start of your next turn. Additionally, your Speed becomes 0 and cannot be increased during that time.

To wield a Tower Shield, you must have a Strength of at least 15 and your Speed is reduced by 10 feet while wielding the shield.

Watcher’s Candle

This black tapered candle cannot be lit. When a Celestial, Fey, Fiend, or Undead comes within 120 feet of the candle, its wick ignites and burns with a purple flame. Once the candle has ignited, it burns for one hour, and it cannot be used again. Watcher’s Candles cannot function if they are wrapped in packaging or stowed in a container.

Advanced Weapons & Equipment Tables

Equipment
NameCostWeight
Blessed Stake250 GP1/10 lb.
Breath of Beleth150 GP1/4 lb.
Buckler20 GP4 lb.
Concealed Blade50 GP2 lb.
Fire Bomb100 GP1/2 lb.
Grappling Gun200 GP3 lb.
Hunter’s Armor+500 GP*
Iron Net150 GP20 lb.
Mastercraft Instrument+250 GP*
Noisemaker50 GP5 lb.
Prosthetics500 GP10 lb.
Retractable Shield300 GP6 lb.
Seeing Glass300 GP3 lb.
Shadowsteel Focus500 GP*
Smoke Bomb50 GP3 lb.
Stitching Needle250 GP1/20 lb.
Tower Shield200 GP50 lb.
Watcher’s Candle250 GP1/4 lb.
*As per normal equipment of its type
Advanced Melee Weapons
NameDamagePropertiesMasteryWeightCost
Catchpole1d6 PiercingHafted*, Reach, Two-HandedEntangling5 lb.500 GP
Cavalry Flail1d8 BludgeoningMomentum* (1d12)Swift3 lb.500 GP
Cavalry Hammer1d8 BludgeoningArmor-Piercing*, Momentum* (1d12)Slow3 lb.500 GP
Cavalry Pick1d8 PiercingArmor-Piercing*, Momentum* (1d12)Sap3 lb.500 GP
Chakram1d6 SlashingFinesse, Light, Thrown (Range 30/120)Returning1 lb.500 GP
Claymore2d6 SlashingHeavy, Two-HandedBrutal7 lb.500 GP
Double Blade1d6 SlashingDouble*, Momentum* (1d10), Two-HandedSet5 lb.500 GP
Double Spear1d6 PiercingDouble*, Momentum* (1d10), Two-HandedSet4 lb.500 GP
Elite Rapier1d8 PiercingFinesseSwift2 lb.500 GP
Fighting Chain1d4 BludgeoningDouble*, Finesse, Reach, Two-HandedDisarming3 lb.500 GP
Fighting Chain, Brutal1d6 SlashingDouble*, Finesse, Reach, Two-HandedBrutal6 lb.750 GP
Fighting Chain, Hook1d4 BludgeoningDamage (Piercing)*, Double*, Finesse, Reach, Two-HandedEntangling3 lb.500 GP
Fighting Chain, Sickle1d4 BludgeoningDamage (Slashing)*, Double*, Finesse, Reach, Two-HandedEntangling3 lb.500 GP
Gladiator Net1d6 BludgeoningThrown (Range 10/30)Entangling5 lb.350 GP
Guardian Poleaxe1d10 SlashingDamage (Piercing)*, Hafted*, Heavy, Reach, Two-HandedSet9 lb.750 GP
Knightly Lance2d6 PiercingMomentum* (2d10), Reach, Two-Handed (Unless Mounted)Set6 lb.500 GP
Knightly Sword1d8 SlashingVersatile (1d10)Defending3 lb.750 GP
Military Fork2d6 PiercingHafted*, Heavy, Reach, Two-HandedDisarming8 lb.500 GP
Parrying Dagger1d4 PiercingFinesse, Light, Thrown (Range 20/60)Disarming1 lb.350 GP
Polearm1d12 PiercingHafted*, Heavy, Reach, Two-HandedSet12 lb.500 GP
Punching Dagger1d4 PiercingArmor-Piercing*, Finesse, LightDefending1 lb.300 GP
Returning Club1d4 BludgeoningLight, Thrown (Range 20/60)Returning2 lb.300 GP
Sabre1d8 SlashingFinesseSwift2 lb.500 GP
Sheathed Staff1d6 BludgeoningDouble*, Versatile (1d8)Topple6 lb.500 GP
Side-handle Baton1d4 BludgeoningFinesse, LightSwift2 lb.500 GP
Wrath Axe2d6 SlashingHafted*, Heavy, Momentum* (2d8), Two-HandedBrutal12 lb.750 GP
Wrath Maul2d6 BludgeoningHafted*, Heavy, Momentum* (2d8), Two-HandedBrutal15 lb.750 GP
*Denotes an Advanced Weapon Property that can only be used by characters proficient with the weapon.
Advanced Ranged Weapons
NameDamagePropertiesMasteryWeightCost
Arbalest2d6 PiercingAmmunition (Range 80/300; Bolt), Heavy, Loading, Two-HandedStrong-Draw20 lb.750 GP
Blackpowder Pistol2d4 PiercingAmmunition (Range 20/80; Paper Cartridge Bullet), Blackpowder, Light, LoadingVex4 lb.200 GP
Blackpowder Rifle2d6 PiercingAmmunition (Range 80/300; Paper Cartridge Bullet), Blackpowder, Loading, Two-HandedSlow10 lb.500 GP
Blunderbuss2d6 PiercingAmmunition (Range 30/90; Paper Cartridge Bullet), Blackpowder, Cumbersome, Loading, Two-HandedScatter (10 ft.)10 lb.750 GP
Blunderbuss, Hand2d4 PiercingAmmunition (Range 15/60; Paper Cartridge Bullet), Blackpowder, LoadingScatter (5 ft.)4 lb.500 GP
Composite Longbow1d8 PiercingAmmunition (Range 200/600; Arrow), Heavy, Two-HandedStrong-Draw2 lb.750 GP
Composite Shortbow1d6 PiercingAmmunition (Range 100/400; Arrow), Two-HandedStrong-Draw2 lb.400 GP
Dragon Pistol2d4 PiercingAmmunition (Range 20; Dragon Shot), Blackpowder, LoadingScatter (5 ft.)4 lb.350 GP
Dragon Rifle2d6 PiercingAmmunition (Range 30; Dragon Shot), Blackpowder, LoadingScatter (10 ft.)4 lb.750 GP
Flame Bellows2d6 FireAmmunition (Range 15; Bellows Cannister), Cumbersome, Loading, Magazine (20), Two-HandedScatter (10 ft.)11 lb.750 GP
Repeater Crossbow1d8 PiercingAmmunition (Range 80/300; Bolt), Magazine (6), Repeater*, Two-HandedSlow7 lb.750 GP
Repeater Crossbow, Hand1d6 PiercingAmmunition (Range 30/120; Bolt), Light, Magazine (3), Repeater*Vex3 lb.500 GP
Repeater Crossbow, Heavy1d10 PiercingAmmunition (Range 100/400; Bolt), Heavy, Magazine (9), Repeater*, Two-HandedPush20 lb.1,000 GP
Repeater Needler1 PiercingAmmunition (Range 30/120; Blowgun Needle), Light, Magazine (6), Repeater*Vex3 lb.500 GP
Repeater Slinger1d8 BludgeoningAmmunition (Range 80/300; Bullet), Magazine (9), Repeater*, Two-HandedSlow9 lb.750 GP
*Denotes an Advanced Weapon Property that can only be used by characters proficient with the weapon.
Ammunition
NameCostWeight
Arrows and Bolts
Bludgeoning (1)5 CP1/10 lb.
Ranging (1)1 SP1/40 lb.
Slashing (1)1 SP1/10 lb.
Whistling (1)1 SP1/20 lb.
Sling Bullets
Piercing (1)1 CP1/10 lb.
Ranging (1)5 CP1/20 lb.
Whistling (1)5 CP1/20 lb.
Alchemical Ammunition
Arrow (1)75 GP1/5 lb.
Bolt (1)75 GP1/5 lb.
Sling Bullet (1)55 GP1/5 lb.
Specialized Ammunition
Arrow (5)100 GP1/4 lb.
Bolt (5)100 GP1/2 lb.
Paper Cartridge Bullet (10)250 GP1/2 lb.
Sling Bullet (5)100 GP1/2 lb
Other Ranged Ammunition
Bellows Cannister (20 shots)5 GP4 lb.
Dragon Shot (20)5 GP2 lb.
Magazine5 GP1 lb.
Paper Cartridge Bullet (20)3 GP2 lb.


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