Professional Documents
Culture Documents
Exotic Equipment GM Binder
Exotic Equipment GM Binder
1
Exotic Weapons
Name Cost Damage Weight Properties
Exotic Ranged
Weapons
700 Ammunition (range 20/60), exploding, heavy, reload (1), special, two-
Blunderbuss 3d6 piercing 12 lb.
gp handed
750 1d12 Ammunition (range 20/80), exploding, heavy, reload (2), special, two-
Double Barrel 10 lb.
gp piercing handed
500
Musket 2d6 piercing 10 lb. Ammunition (range 250/500), exploding, reload (1), two-handed
gp
400
Pistol 2d4 piercing 3 lb. Ammunition (range 40/120), exploding, light, reload (1)
gp
600
Revolver 1d8 piercing 4 lb. Ammunition (range 40/120), exploding, light, reload (4)
gp
650 Ammunition (range 250/1500), exploding, heavy, reload (1), special,
Rifle 2d6 piercing 15 lb.
gp two-handed
��������������� ������������������
Your �ingers are as swift as the �lickering strike of a serpent. Your expertise with ranged weaponry allows you to unleash a
You gain the following bene�its: devastating barrage of attacks. You gain the following bene�its:
• You gain pro�iciency with Pistols and Revolvers, if you did • You gain pro�iciency with Blunderbusses and Double
not have it already. Barrels, if you did not have it already.
• When you start your turn while holding a weapon with the • Once on each of your turns, when you hit a creature with a
Reload property, you automatically reload one use. ranged attack using a weapon with the Exploding property,
• When a creature moves while within 15 feet of you, you can you can push them back up to 10 feet away from you.
use your reaction to make an opportunity attack using a • While holding a ranged weapon that has the two-handed
ranged weapon that you are holding. property, you can attempt to shoot a cluster of projectiles as
an action. Choose a point within your weapon's range. All
�������������� creatures within 5 feet of that point must make a Dexterity
saving throw, the DC of which is 8 + your attack roll modi�ier
Your keen eye and steady aim make you a master of ranged for the weapon. On a failure, a target takes half of the
combat. You gain the following bene�its: weapon's normal damage. If you would have had advantage
on an attack roll against an affected creature, they make
• You gain pro�iciency with Muskets and Ri�les, if you did not their saving throw with disadvantage, and vice versa if you
have it already. would have had disadvantage on the attack roll.
• When making an attack using a weapon that has the
Exploding property, you can roll additional damage dice on
a critical hit as normal. Bonus dice from a crit do not roll any
additional dice when rolling their maximum value.
• If you make an attack with a ranged weapon while prone,
you ignore the disadvantage normally imposed by the prone
condition. If you would otherwise have no other source of
disadvantage on your attack roll, you make your attack with
advantage.