Firearms Item in Weird Wastes | World Anvil
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Firearms

Humanity's weapon of choice. Most guns are simple and light enough that anyone can learn to use it, regardless of age or stature.   Tinker's tools and Smith's tools can be used to craft ammunition or repair a firearm, as can Gunsmith's tools. This new toolkit can be used to craft ammunition and repair a firearms as well as modify them with scopes, magazines, grips, etc. Once you possess a modification for your firearm, you can equip or unequip with 5 minutes of work.   Mods
  • Magazine - Increases number of shots fired in between Reload
  • Scope/Barrel - Increases minimum and/or maximum range
  • Receiver - upgrades the weapon's bullet caliber and increase damage dice or damage type. Automatic receivers give the weapon the Burst Fire property.
  • Muzzles - alters things such as recoil, noise when firing, or provides melee damage options
  Firearms
  • Anti-Material Rifle - 3d8 Piercing - Ammunition, Range (180/360), Loading, Reload (2 Shots), Two-Handed
  • Gatling Gun - 3d8 Piercing - Ammunition, Range (150/400), Two-Handed, Heavy, Burst Fire
    • Prerequisite: Strength 14 or higher
  • Explosive Launcher - Damage calculated by explosive used - Ammunition, Range (80/180), Loading, Reload 1, Two-Handed, Loading
    • This weapon uses Explosives as Ammunition. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
  • Musket - 1d8 Piercing - Ammunition, Range (40/120), Reload, Two-Handed, Loading
  • Pistol - 1d10 Piercing - Ammunition, Range (40/120), Reload (10 Shots)
  • Revolver - 1d12 Piercing - Ammunition, Range (30/90), Reload (6 Shots)
  • Rifle - 2d10 Piercing - Ammunition, Range (100/300), Reload (5 Shots), Two-Handed
  • Shotgun - 2d8 Piercing - Ammunition, Range (30/90), Reload (2 Shots), Two-Handed
  Weapon Properties
  • 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. 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).
  • Burst Fire - A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a Dexterity Saving Throw against a DC of 8 + your proficiency + Dexterity modifier or take the weapon’s normal damage. This action uses ten pieces of ammunition.
  • 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.
  • Range - A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
  • Reload - A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice) before firing it again. You can take this action early to preemptively reset the number of shots when you are getting low.
  • Two-Handed - This weapon requires two hands when you attack with it.

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