Firearms

Firearms Black powder represents a paradigm shift in the art of warfare, fueling everything from powerful siege weapons to concealable, handheld guns. In many campaign settings, firearms supplant the traditional scheme of weapons, forcing arrows, swords, and battleaxes into obsolescence. They might even be commonplace, a staple tool for hunting and defense.
Firearms follow slightly different rules to conventional ranged weapons, and also generally use two or more damage dice. Blasters used in futuristic settings are considered firearms and use these rules as well.
FIREARM DAMAGE ROLLS
Unlike other weapons, you don’t add your ability modifier to the damage roll of a firearm unless otherwise stated.
TWO-WEAPON FIGHTING WITH FIREARMS
When you engage in two-weapon fighting with two light firearms, you subtract 2 from the damage roll of the bonus attack, to a minimum of 1 damage.
FIREARM AMMUNITION
All firearms require special ammunition. Most firearms use bullets, but some require even more specialized projectiles. The ammunition of a firearm is destroyed upon use.
 

Firearm Properties

Many weapons have special properties related to their use, as shown in the weapons tables.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the Ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Automatic. When you make an attack with this weapon on your turn, you can choose to make two attacks instead. These attacks are always made with disadvantage, regardless of circumstance. These attacks use twice the normal amount of ammunition.
Concealable. While stowed, you have advantage on Dexterity (Stealth) checks made to conceal this weapon.
Dry. If this weapon is ever submerged in water or doused with a significant quantity of water, it jams. A jammed firearm can’t be used to make an attack until a creature uses its action to clear the weapon malfunction.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Misfire. When you roll less than or equal to the misfire value on the d20 for an attack roll with this weapon, it jams. A jammed weapon can’t be used to make an attack until a creature uses an attack action to clear the weapon malfunction. Once cleared, the weapon can be used immediately.
Mounted. This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can’t be moved. It can only be used to make an attack while unmounted if held by a Medium or larger creature with a Strength score of at least 15.
Reload. This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes a bonus action; otherwise, reloading it takes an action. Some weapons require an action or longer to reload, even if you have proficiency, which is specified in the Reload property. If reloading a weapon requires longer than one action, the weapon can’t be used to make attacks until reloading is finished.
Scatter. If you make an attack against a target that is within half this weapon’s normal range, you deal the damage value listed in parentheses instead of the weapon’s normal damage dice.

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