One Shot Weapons
(Weapons for the one-shot, not weapons that can “one-shot” things)
Note: A class that grants proficiency for the weapon types listed also grants proficiency in these weapons. (ie hand crossbow prof = small arm prof). The guns aren’t magical but all gun ammunition is magical
Pistol Mk I
Weapon, Range
Small arm, martial (hand crossbow)
1d6 piercing, ammunition (40/120ft), light, reload (12), Mods (1)
Pistol Mk II
Weapon, range
Small arm, martial (hand crossbow)
1d8 piercing, ammunition (50/150ft), reload (6), Mods (2)
Pistol Mk III
Weapon, range
Small arm, martial (hand crossbow)
2d4 piercing, ammunition (40/150ft), reload (8), Mods (2)
Rifle Mk I
Weapon, range
Long arm, martial (light crossbow)
1d10 piercing, ammunition (120/360ft), two-handed, reload (15), Mods (3)
Rifle Mk II
Weapon, range
Long arm, martial (heavy crossbow)
1d12 piercing, ammunition (100/400ft), two-handed, heavy, reload (15), Mods (2)
Rifle Mk III
Weapon, range
Long arm, martial (heavy crossbow)
2d6 piercing, ammunition (120/600ft), two-handed, heavy, reload (15), Mods (2)
Sniper Rifle
Weapon, range
Long arm, martial (longbow)
2d10 piercing, ammunition (300/1000ft), two-handed, heavy, loading, sniper, Mod (1)
- Sniper: As long as you haven’t moved this turn or are prone, you can choose to reduce your speed to 0 for the current turn to negate the penalties for attacking a target at long range or behind half-cover. Your attacks against targets within 30ft are made with disadvantage.
Blaster Mk A
Weapon, range
Blaster, martial (heavy crossbow)
3d6 bludgeoning, ammunition (30ft), two-handed, heavy, reload (3), blast, Mod (1)
- Blast: Weapons with the blast property fire in a cone up to the listed range. They target everything (including allies) within the cone and cannot hit anything beyond. Roll one attack for each target within the cone. Roll damage only once for all targets. If you roll a critical hit(s), roll the extra critical damage only once and apply it to the appropriate target(s). Blast weapons cannot benefit from abilities that increase the damage of a single attack (eg. sneak attack).
Blaster Mk 𝛀
Weapon, range
Blaster, martial (heavy crossbow)
3d6 piercing, ammunition (30ft), two-handed, heavy, reload (3), blast, Mod (1)
Moonwhip
Weapon (attunement)
Melee, martial (whip)
4d4 slashing, reach, finesse
This whip is made of fine, nearly invisible filament. Designed for stealth and precision, many victims notice their own missing limbs before they can spot the whip moving through the air. While wielding the whip, you gain a +2 bonus to attack and damage rolls made with it.
When you hit a creature Large or smaller with the whip, you may choose to Grapple that creature with the whip instead of dealing damage. The grapple ends on the creature if you attack a different creature with the whip or the creature wins a skill contest between its Athletics/Acrobatic check against your attack roll.
GunBlade
Weapon
Melee, Martial (longsword)
1d8 slashing, ammunition (30/80ft), versatile(d10), reload (3), boost
- Boost: You may choose to charge this weapon with a piece of ammunition, The next attack you make with this weapon deals a bonus 1d8 force damage and gains the listed range. Attacks with this weapon only deal 1 bludgeoning damage if it is out of ammo.
Mods
Weapon mods augment a firearm’s capabilities in many different ways. Only a weapon with the Mod property can utilize them and the amount that can be applied to an individual weapon is listed next to the Mod property. Most mods are compatible with each other but not all mods are compatible with certain weapon properties.
Elemental Augment: Choose from fire, cold, acid, thunder, lightning, force, radiant, or poison. The weapon’s damage type is now the chosen type. If more than one Elemental Augment are on the same weapon, you may switch between the damage types at will.
Automatic Fire: A weapon with the blast or sniper properties cannot use this augment. A weapon with this augment has twice its listed ammo capacity and can choose to fire in full auto mode. An attack in full auto mode targets everything within a cone with a range of one third the weapon’s normal range and uses all the weapon’s remaining ammunition. Roll an attack roll for each target within range. Attacks made in full auto mode cannot crit. Roll damage only once and apply it to all targets struck.
Skewer Shot: A weapon with the blast property cannot use this augment. This augment allows the weapon to fire powerful shots in a straight line. All attacks made with the augmented weapon target everything in a straight line up to the weapon’s normal range. Roll a single attack roll and compare it to the AC of all targets in the line. The weapon hits all targets with an AC equal to or lower than the attack roll but stops at the first target in line the weapon fails to hit or damage. Roll damage only once and apply it to all targets hit. Abilities that increase the damage of a single attack can only be applied to the first target in the line that could trigger the ability.
Devastating Shots: When you score a critical hit with a weapon with this augment, you may roll the weapon’s damage die an additional time (3 times total). This augment cannot be stacked.
Precision Aiming: A weapon with this augment gains a +2 bonus to attack and damage rolls. If a weapon already has the Precision Aiming augment, the bonus is reduced to +1 for a maximum of a +3 bonus to attack and damage rolls.