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Weapon of Warning (Pistol)

D&D 5e · 2024·Weapons·Uncommon·Requires attunement

Weapon damage
1d10 piercing

Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.

Damage calculator

Hit chance

55%

Expected damage / attack

4.95

Attack bonus

+5

Average normal hit: 8.5 · Average critical hit: 14 · Critical chance: 5%.

Category
Martial weapon
Damage type
Piercing
Normal / long range
30 / 90 ft.
Magic attack bonus
+0
Weight
3 lb
Attunement
Required
Rarity
Uncommon
Price
Not specified

Magic: Both benefits require attunement and the weapon to be within your reach.

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 Weapon of Warning 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 1d10 weapon damage averages 5.5 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 30 feet and the maximum is 90 feet; attacks beyond normal range have Disadvantage. The calculator lets you model the attack mode separately.
  • This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Pistol variant.
Full item details & properties

Magic properties

Activation
Attune to the weapon and keep it within your reach.
Consumable
No
Advantage: Initiative rolls
You and allies within 30 feet; while you are attuned and the weapon is within your reach.
Effect range
30 ft.; You and Allies. Requires attunement and the weapon within your reach.
Combat alarm
Wakes affected natural sleepers when combat begins; does not wake magically induced sleep.
Conditions & limits
Both benefits require attunement and the weapon to be within your reach. The alarm wakes natural sleepers when combat begins; it does not wake magically induced sleep. This property adds no bonus to attack rolls or damage rolls.

Weapon details

Damage
1d10 piercing
Weapon class
Martial Ranged
Range
30 / 90 ft. (normal / long)
Ammunition
Bullet

Properties

Ammunition(Range 30/90; 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.

Weapon mastery

Vex

If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

You need a feature, such as Weapon Mastery, that unlocks this property for you.

Tags & related references

PiercingVexUncommon →Combat AlarmInitiative AdvantageMagicalMartial WeaponRanged WeaponRequires AttunementWarningAmmunition →Loading →Weapon →

Compare alternatives

Same edition, using your calculator inputs above. Special properties and character features can change the choice.

Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.

Weapon of Warning FAQ

Does Weapon of Warning 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.

Rules source: System Reference Document 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Equipment tables transcribed and visually checked by JustRoll; prices converted to GP; mechanics and tags structured for the catalogue; item summaries paraphrased by JustRoll. The original Open5e import snapshots are retained unchanged.

Creative Commons Attribution 4.0