BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Firearms

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.   Scatter: A scatter weapon does not roll to hit but, instead it shoots a cone, the length of which is dictated by the range of the weapon. All creatures within the long range of the cone must make a Dex saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). A d20 must still be rolled to see if the gun misfires. Each creature within the short range that fails its save takes damage dictated by the damage of the weapon + your dexterity modifier. On a successful save they take half damage. Each creature only within the long range that fails its save takes half damage. On a successful save they take no damage.     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.   Firearm proficiency Firearms proficiency works alongside simple and martial weapon proficiency. Firearms are split like weapons into “simple” and “martial” depending on the skill and training needed to operate them. Only a creature that has both firearms and simple weapon proficiency is considered proficient in simple firearms. Likewise, only a creature that is proficient in firearms and martial weapons considered proficient in martial firearms.   A creature that is proficient in both simple and martial weapons as well as firearms is considered proficient in both simple firearms and martial firearms.

Weapons and Prices

  Simple Firearms
Name Cost Damage Weight Range Properties
Flintlock 100gp 1d6 piercing 3lbs 40/160 Light, Reload 1, Misfire 2
Pistol 250gp 1d8 piercing 5lbs 60/240 Reload 4, Misfire 1
Arquebus 300gp 1d10 piercing 10lbs 120/480 Two handed, Reload 1, Misfire 2
Blunderbuss 400gp 1d6 piercing 10lbs 15/30 Two handed, Scatter, Reload 1, Misfire 3
Martial Firearms
Name Cost Damage Weight Range Properties
Pepperbox 450gp 1d10 piercing 5lbs 80/320 Reload 6, Misfire 2
Musket 500gp 1d12 piercing 10lbs 200/800 Two handed, Reload 1, Misfire 2
Rifle 750gp 2d6 piercing 8lbs 400/800 Two handed, Reload 1, Misfire 2
Scattergun 600gp 1d8 piercing 10lbs 15/30 Two handed, Scatter, Reload 2, Misfire 3
Dragoon 550gp 1d6 piercing 6lbs 10/20 Scatter, Reload 1, Misfire 3
Hand mortar 600gp 2d6 fire 12lbs 30/60 Two handed, Explosive, Reload 1, Misfire 4
Mourner 900gp 2d8 piercing 10lbs 100/400 Two handed, Reload 1, Misfire 2
Ammunition
  • Pistol bullets (10) 3gp (For Flintlock, Pistol, Pepperbox)
  • Rifle bullets (10) 5gp (For Arquebus, Musket, Rifle, Mourner)
  • Scatter rounds (10) 10gp (For Blunderbuss, Dragoon)
  • Explosive rounds (each) 5gp (Hand mortar)

Comments

Please Login in order to comment!