Compound Bow

Martial weapon, ranged weapon. 60 gp, 4 lb.

1d8 piercing. Ammunition (150/600 ft.), heavy, two‑handed.

This weapon’s levering system allows you to keep the bowstring drawn for extended durations without tiring. You do not have disadvantage on ranged weapon attack rolls when attacking at long range with this weapon.

Gemlock Musket

Martial weapon, ranged weapon, firearm, rare. 1000 gp, 10 lb.

1d12 piercing. Ammunition (40/120 ft.), loading, two-handed, special.

Special. This weapon does not use gunpowder, its ammunition is magically propelled, making it almost silent. You do not give away your location when you make an attack with this weapon. This weapon can be used in environments where a traditional firearm would not function (e.g. underwater).


Gemlock Pistol

Martial weapon, ranged weapon, firearm, rare. 500 gp, 3 lb.

1d10 piercing. Ammunition (30/90 ft.), loading, special.

Special. This weapon does not use gunpowder, its ammunition is magically propelled, making it almost silent. You do not give away your location when you make an attack with this weapon. This weapon can be used in environments where a traditional firearm would not function (e.g. underwater).


Hand Cannon

Martial weapon, ranged weapon, firearm.

1d10 piercing. Ammunition (15 ft. cone), loading.

Each creature in the 15-foot cone must make a Dexterity saving throw. On a successful save, a creature takes half as much damage.


Triple-Barrelled Gemlock Rifle

Martial weapon, ranged weapon, firearm, rare. 3000 gp, 30 lb.

1d12 piercing. Ammunition (80/320 ft.), reload (3 shots), two-handed, special.

This weapon has an additional trigger that fires all 3 barrels at once. On a hit, the target takes 1d12 piercing damage for each loaded barrel. The weapon must then be reloaded.

Special. This weapon does not use gunpowder, its ammunition is magically propelled, making it almost silent. You do not give away your location when you make an attack with this weapon. This weapon can be used in environments where a traditional firearm would not function (e.g. underwater).


Zip-Wheel

Improvised weapon, ranged weapon, firearm. 3 lb.

1d6 bludgeoning. Ammunition (15 ft. cone), loading, two-handed.

You drop a handful of ball bearings into your zip-wheel while it spins at high speed. Each creature in the 15-foot cone must make a Dexterity saving throw. On a successful save, a creature takes half as much damage.


Arrows and Bolts

  • Corrosive. +1d4 acid damage. Dissolves 5-foot cube of soluble material. 2 sp, 4 gp (20).
  • Bludgeoning. Damage becomes bludgeoning. 5 cp, 1 gp (20).
  • Burning. +1d4 fire damage. Ignites 5-foot cube of flammable material. 2 sp, 4 gp (20).
  • Explosive. +1d4 force damage (15 ft. cube). Target pushed 10 feet away from explosion on failed DC 10 Dexterity save. 4 sp, 8 gp (20).
  • Freezing. +1d4 cold damage. Freeze 5-foot cube of liquid for 1 hour. 2 sp, 4 gp (20).
  • Poisoned. +1d4 poison damage. Target poisoned for 1 hour on failed DC 10 Constitution save. 2 sp, 4 gp (20).
  • Sanctified. +1d4 radiant damage. +1d4 radiant damage if blessed. 4 sp, 8 gp (20).
  • Shocking. +1d4 lightning damage. Target stunned until end of your next turn on failed DC 10 Constitution save. 4 sp, 8 gp (20).
  • Thunderflash. +1d4 thunder damage (15 ft. cube). Target blinded until end of your next turn on failed DC 10 Constitution save. 4 sp, 8 gp (20).

Bullets

  • Incendiary. +1d4 fire damage. Ignites 5-foot cube of flammable material. 2 sp, 4 gp (20).
  • Explosive. +1d4 force damage (15 ft. cube). Target pushed 10 feet away from explosion on failed DC 10 Dexterity save. 4 sp, 8 gp (20).
  • Thunderflash. +1d4 thunder damage (15 ft. cube). Target blinded until end of your next turn on failed DC 10 Constitution save. 4 sp, 8 gp (20).