Carbine, Rifleman Variant (5e Equipment)

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Carbine

Martial Ranged Weapons
Weapon Cost Damage Weight Properties
Carbine 75gp 2d6 piercing 6lb. Ammunition(150, 600) Loading, Special, Two-Handed

A breechloading rifle, with a shortened barrel to allow for better use in CQC, with a mount for a bayonet

Mechanics

The carbine must be reloaded as a bonus action
Anyone without proficiency in carbines or other similar firearms must spend 1 full round reloading it, and has disadvantage on attack rolls
You do not add your Dexterity modifier to carbine damage Carbine attacks do not get disadvantage within 5ft if you have proficiency with the Carbine, and at least a +6 to hit

Misfire

If, while using this weapon, you roll three Natural 1 or 2s, the weapon will misfire, dealing half its attack damage as fire damage
The weapon will be rendered inoperable until repaired (DC 15 Smith's/Tinker's Tools). You can reset the counter as part of a short or long rest

Conversion

Carbines can be converted to fire light cartriges, dealing 3d4 damage and a range of (100, 400)
This process is long and difficult, taking 6 weeks of downtime and 6 DC20 tool checks (3 Smith's, 3 Tinker's) and requiring 40gp of high-quality metal



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