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Firearms

Type: Weapon
Cost: varies - see table below
Weight: varies - see table below

Muzzel loading type firearms are known in Detroit. These weapons require Smokepowder for firing. Offsetting the damage these weapons can cause is the liability of carrying Smokepowder which can be ignited by magical spells or creatures.

Normally, no character class starts with Proficiency in Firearms. A "special" background choice could add this Proficiency or a character could choose Proficiency in Firearms as a Feat. As a last resort, a character could locate a trainer and learn the skill.

FIREARMS COST DAMAGE WEIGHT SPECIAL
Pistol 250 gp 1d10 piercing 3 lb Firearm (range 50/150 ft.)
Blunderbuss 50 gp 1d8 piercing 5 lb Firearm (range 60/240 ft.) two-handed
Arquebus 75 gp 1d8 piercing 7 lb Firearm (range 80/320 ft.) heavy, two-handed
Caliver 150 gp 1d10 piercing 9 lb Firearm (range 100/400 ft.) heavy, two-handed
Musket 500 gp 1d12 piercing 15 lb Firearm (range 150/600 ft.) hooked(13), heavy, two-handed
Handgunne 750 gp 3d6 bludgeoning 15 lb Firearm (range 80/320 ft.) hooked(15), heavy, two-handed

A weapon with the Hooked property is intended to only be fired when the weapon is hooked onto a special fork, or on a surface such as a low wall. Hooking the weapon requires an action or a bonus action. Firing the weapon unsupported by the hook /wall is an attack made at disadvantage unless the character's strength score is equal or greater than the number in brackets.
Item type
Weapon, Ranged

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