Name |
Cost |
Ammo |
Damage |
Range |
Properties |
Pistol |
150g |
4g (20) |
1d10 piercing |
(60/240) |
Reload 4, Misfire 1 |
Palm Pistol |
50g |
2g (20) |
1d8 piercing |
(40/160) |
Reload 1, Misfire 1, Light |
Musket |
300g |
5g (20) |
1d12 piercing |
(120/480) |
Reload 1, Misfire 2, Two-handed |
Revolver |
250g |
4g (20) |
1d10 piercing |
(80/320) |
Reload 6, Misfire 2 |
Blunderbuss |
300g |
5g (5) |
2d8 piercing |
(15/60) |
Reload 1, Misfire 2 |
Scattergun |
300g |
5g (5) |
1d8 piercing |
(15/30) |
Reload 2, Misfire 3, Scatter |
Rifle |
Crafted |
10g (5) |
2d12 piercing |
(200/800) |
Reload 1, Misfire 3, Two-handed |
Hand Mortar |
Crafted |
10g (1) |
2d8 fire |
(30/60) |
Reload 1, Misfire 3, explosive |
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
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.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Scatter. An attack is made against each creature in a 30 foot cone. If an affected creature is adjacent to you, they suffer an additional damage dice on a hit.
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