Holy Avenger (Musket)
D&D 5e · 2024·Weapons·Legendary·Requires attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
70%
Expected damage / attack
9.08
Attack bonus
+8
Average normal hit: 12.5 · Average critical hit: 19 · Critical chance: 5%.
- Category
- Martial weapon
- Damage type
- Piercing
- Normal / long range
- 40 / 120 ft.
- Magic attack bonus
- +3
- Weight
- 10 lb
- Attunement
- Required
- Rarity
- Legendary
- Price
- Not specified
Magic: Displayed damage includes the default magic bonus, before applicable ability modifiers.
Calculator assumptions & rules
One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.
Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.
Changing calculator inputs does not change the item’s rules or create a new page URL.
What Holy Avenger does
- Dexterity can drive this martial weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 1d12 +3 weapon damage averages 9.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
- The normal range is 40 feet and the maximum is 120 feet; attacks beyond normal range have Disadvantage. The calculator lets you model the attack mode separately.
- This weapon needs two hands when you attack, so a wielded shield conflicts with that attack setup.
- The extra damage is conditional: Target is fiend or undead. Enable it only when that condition is met; otherwise compare the weapon’s ordinary hit.
- This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet. This is the Musket variant.
Full item details & properties
Magic properties
- Activation
- Make attacks using this weapon.
- Consumable
- No
- Attack Rolls
- +3. With attacks made using this weapon
- Damage Rolls
- +3. Included once in the displayed default damage; add applicable ability modifiers separately.
- Saving throw aura
- 10 ft.; you and creatures Friendly to you have Advantage against spells and other magical effects while you hold the drawn weapon.
- Enhanced aura
- 30 ft. with at least 17 Paladin class levels; total character level does not qualify.
- Conditions & limits
- Displayed damage includes the default magic bonus, before applicable ability modifiers. The extra 2d10 Radiant damage applies only when this weapon hits a Fiend or an Undead. It is separate from the weapon's normal damage type. While holding the drawn weapon, you and Friendly creatures in its 10-foot Emanation have Advantage on saves against spells and other magical effects. The range becomes 30 feet only if you have at least 17 Paladin class levels. This is not based on total character level.
Weapon details
- Damage
- 1d12 + 3 piercing
- Weapon class
- Martial Ranged
- Damage vs. Fiends or Undead
- 1d12 + 3 piercing + 2d10 radiant
- Range
- 40 / 120 ft. (normal / long)
- Ammunition
- Bullet
Properties
Ammunition(Range 40/120; Bullet)
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Loading
You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed
A Two-Handed weapon requires two hands when you attack with it.
Weapon mastery
Slow
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
You need a feature, such as Weapon Mastery, that unlocks this property for you.
Tags & related references
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Dragon Slayer (Musket)6.63 expected damage / attack60% hit chance1d12 +1 piercing · +1 magic attack · 40 ft. range · Conditional extra damage; see rulesNot specified · 10 lbSame base weapon; compare its bonuses and rarity
Holy Avenger (Hand Crossbow)6.83 expected damage / attack70% hit chance1d6 +3 piercing · +3 magic attack · 30 ft. range · Conditional extra damage; see rulesNot specified · 3 lbUses the same attack ability; compare handling and damage
Holy Avenger (Heavy Crossbow)8.33 expected damage / attack70% hit chance1d10 +3 piercing · +3 magic attack · 100 ft. range · Conditional extra damage; see rulesNot specified · 18 lbUses the same attack ability; compare handling and damage
Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.
Holy Avenger FAQ
Does Holy Avenger require attunement?
Yes. You need to attune to this item to use the properties that require attunement.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.