All Firearms
Name | Cost* | Damage | Weight | Properties | Weapon Specialty |
---|---|---|---|---|---|
Blunderbuss+ | 500 Gp | 3d4 piercing | 10 lb. | Ammunition, Two-Handed, Reload 1, Loud (1000), Range (20/60) | |
Musket | 500 Gp | 1d12 piercing | 10 lb. | Ammunition, Two-Handed, Reload 1, Loud (1000), Range (40/120) | |
Palm Pistol+ | 50 Gp | 1d8 piercing | 1 lb. | Ammunition, Light, Reload 1 (*Bonus Action*), Loud (500), Range (30/90) | Concealable: Character has Advantage when using Deception/Slight of Hand to Hide the Palm Pistol |
Pistol | 250 Gp | 1d10 piercing | 3 lb. | Ammunition, Light, Reload 4, Loud (500), Range (30/90) |
Firearms
- Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
- Loud. The sound of the weapon (typically a firearm) discharging alerts all hearing creatures within a number of feet as specified by the number in parentheses after the loud property. This range is doubled in echoey locations, such as cave systems,and where sound travels faster, such as underwater.
- Ammo. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches.
*This represents the average cost of goods. Prices may vary all around the world.
**Proficiency Bonus
+Homebrew
**Proficiency Bonus
+Homebrew
Classes
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Weapon Types
All Simple Melee WeaponsAll Simple Ranged Weapons
All Martial Melee Weapons
All Martial Ranged Weapons
Firearms
Ammunition
Equipment
All Armor TypesAll Weapons
Adventuring Gear
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