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Firearms Upgrades

Additions:

Addition items can be attached to or removed from a suitable weapon over a time period stated in the item description   Magical dampener A short cylindrical attachment to the end of a barrel, this unobtrusive item muffles sound and light with minor abduration enchantments.    
  • Firearm can only be heard within 30ft but decreases ranges by ½
  • 50gp
  • Cannot attach to a firearm with the scatter or explosive property
  • Can be attatched or removed as an action
    Arcane silencer Varying in shape and size, this enchanted gem mechanism is able to cast a localised form of the silence spell for the instant the barrel fires. Warning is given to anyone trying to hold a conversation while using one however as the momentary drops in sound can be quite frustrating.
  • Firearm makes no extra noise when firing but decreases ranges by ½
  • Once per turn, if you are hidden and fire a firearm with an arcane silencer, you may make a stealth check at disadvantage to remain hidden.
  • 500gp
  • Cannot attach to a firearm with the scatter or explosive property
Bayonet A simple but effective solution to a marksman being caught in close quarters when unprepared. With this simple blade attachment any sizable firearm can be a weapon at any range.
  • A firearm with a Bayonet may be used as a mellow weapon with the finesse property that deals 1d4 damage
  • 75gp
  • Must be attached to a two handed weapon and cannot be attached to a firearm with the scatter or explosive property
  • Requires proficiency in martial weapons

Upgrades: 

Upgrade items can be attatched to a single weapon to improve it and cannot be removed   Masterwork By careful artificery and the correct metals and alloys, the performance of a firearm can be improved to fire better for longer without jamming.
  • This upgrade costs ½ the current cost of firearm
  • Decrease misfire by 1 (minimum 1)
  • May be taken multiple times on the same weapon
Overclocking  The chambers of the fire arm are extended to take more powder and the barrels reinforced to take the increased power. The only issue it leave is the immense recoil and the body having to withstand it.
  • This upgrade costs gold equal to (the highest number on single damage dice) x100
  • Increase one damage die used by the weapon to the next one up (4-6-8-10-12)
  • Increase misfire by 2
  • Requires a Str 13 score to fire. Otherwise all attacks made with the Overclocked weapon are made at disadvantage.
  • May take multiple times on the same weapon
Magelight crosshairs Minor illusion magic projects a glowing dot only the user can see whereever the weapon is pointed. Experienced and long distance marksmen still need to take bullet fall into account though.
  • This upgrade costs 300gp
  • The upgraded weapon gains a +1 to ranged attack rolls
  • Increase misfire by one
Arcane sights The crystal lenses of this sight sparkle with divination magic, helping project the final resting place of the bullet to be fired even before the trigger is pulled.
  • This upgrade costs 700gp
  • The upgraded weapon gains a +2 to ranged attack rolls
  • Increase misfire by one
Repeater Though the extension to the firearm’s cylinder or loading chambers allow longer between reloads, there is an old adage between marksmen and managers: more moving parts is just more parts to go wrong.
  • This upgrade costs 250gp
  • Increase reload by 2
  • Increase misfire by 1
Quick finger Attaching a second chamber to your gun may seem like heresy to traditional artificers and marksmen. But it is difficult to argue with just how useful six more bullets in a tight spot truly is.
  • This upgrade costs 300gp
  • The first time this firearm needs reloading, you may reload it as a free action.
  • You may recharge this ability by spending 1 minute resetting the mechanisms
  • Increase misfire by 1

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