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Firearms and Explosives

This handout will go over the firearms and explosives in the world of Eclipse.

Classes availability

Class Proficiencies
Alchemist Simple firearms
Captain Simple firearms, martial firearms
Craftsman Simple firearms, martial firearms, exotic firearms
Gunslinger Simple firearms, martial firearms
Investigator Simple firearms, martial firearms that do not have the Explosive, Heat, Heavy, or Overheat properties
Martyr Simple firearms, martial firearms
Necromancer Simple firearms
Warden Simple firearms, martial firearms that do not have the Sighted property
Warmage Simple firearms
Witch Simple firearms
Beast Tamer Simple firearms
Barbarian Simple firearms, martial firearms
Barbarian Simple firearms, martial firearms
Bard Simple firearms, martial firearms that do not have the Explosive, Heat, Heavy, or Overheat properties
Cleric Simple firearms
Druid Simple firearms that do not have the Two-Handed or Scatter properties
Fighter Simple firearms, martial firearms
Monk Simple firearms
Paladin Simple firearms, martial firearms
Ranger Simple firearms, martial firearms
Rogue Simple firearms, martial firearms that do not have the Explosive, Heat, Heavy, or Overheat properties
Sorcerer Simple firearms that do not have the Two-Handed or Scatter properties
Warlock Simple firearms
Wizard Simple firearms that do not have the Two-Handed or Scatter properties

Firearms

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.
Ammunition Cost Weight
Blunderbuss shot (10) 1 gp 2 Ib
Bullets (10) 2 gp 2 Ib
Cannonball 5 gp 10 Ib
Dragon Bullet 1 gp
Grenade 5 gp 3 Ib
Harpoon 5 gp 4 Ib
Musket balls (10) 1 gp 2 Ib
Rocket 20 gp 6 Ib
Shell (10) 5 gp 2 Ib
Steam Caps (10) 2 gp 2 Ib
  Types of Firearms There are different levels of firearms split up between Before Steam and After Steam, the ones in the after steam require Steam Caps to fire along with the ammo.   Simple BS Firearms
Name Cost Damage Weight Properties
Flintlock 75 gp 2d6 piercing 6 lb. Ammunition (range 30/120), dry, light, loading, misfire
  Martial BS Firearms
Name Cost Damage Weight Properties
Blunderbuss 180 gp 2d8 piercing 8 lb. Ammunition (range 30/90), dry, heavy, loading, misfire, scatter (2d10), two-handed
Musket 175 gp 2d8 piercing 10 lb. Ammunition (range 80/9320), dry, heavy, loading, misfire, two-handed
  Exotic BS Firearms
Name Cost Damage Weight Properties
Duck’s Foot 225 gp 2d8 piercing 12 lb. Ammunition (range 30/120), dry, light, loading, misfire, twinshot
Volley Gun 300 gp 2d8 piercing 40 lb. Ammunition (range 100/400), dry, heavy, misfire, reload (10, 2 actions), two-handed
  Simple AS Firearms
Name Cost Damage Weight Properties
Double-Barrel Shotgun 200 gp 2d6 piercing 8 lb. Ammunition (range 10/30), reload (2), scatter (2d8), two-handed
Hunting Rifle 175 gp 2d6 piercing 8 lb. Ammunition (range 80/320), reload (5), two-handed
Parlor Gun 75 gp 2d4 piercing 2 lb. Ammunition (range 30/120), concealable, light, reload (2)
Revolver 100 gp 2d6 piercing 3 lb. Ammunition (range 60/240), reload (6)
  Martial AS Firearms
Name Cost Damage Weight Properties
Gatling Gun 3000 gp 2d8 piercing 125 lb. Ammunition (range 80/320), automatic, heavy, mounted, reload (40), two-handed
Harpoon Gun 250 gp 2d8 piercing 10 lb. Ammunition (range 30/120), loading
Light Cannon 3000 gp 2d12 piercing 225 lb. Ammunition (range 80/320), heavy, mounted, reload (1, 2 actions), special, two-handed
  Exotic AS Firearms
Name Cost Damage Weight Properties
Double Handgun 300 gp 2d8 piercing 6 lb. Ammunition (range 30/120), reload (6), twinshot
Dragon Rifle 225 gp 2d10 fire 8 lb. Ammunition (range 100/400), dry, heavy, loading, two-handed
Quadruple-Barrel Shotgun 250 gp 2d8 piercing 16 lb. Ammunition (range 30/90), heavy, reload (4), scatter (2d10), two-handed
 

Switch Weapons

Easily the most unorthodox category of exotic weapons, switch weapons are compound inventions which merge two seperate weapons into a single flexible platform.From the relatively tame bowblade—a bladed, folding longbow contraption— to the overly designed crossbow axe, these weapons allow for rapid changes in combat style for any situation that arises.
Weapons on the Switch Weapons table have the Switch property.
Switch Weapon Proficiencies
All switch weapons are exotic, so only craftsmen natively gain proficiency in their use. However, a switch weapon’s individual forms might strongly resemble weapons a character is already familiar with, so it may be easier to learn than other exotic weapons.  
Name Cost/Weight Damage Properties Damage Properties
Bowblade 115gp/3 Ib. 1d8 slashing Melee Weapon Verstile (1d10) 1d8 piercing Ranged Weapon Ammunition (range 150/600), heavy, twohanded
Brass Knuckle Revolver 150gp/2 Ib. 1d6 slashing Melee Weapon Fist 2d6 piercing Ranged Weapon (Firearm) Ammunition (range 30/120), reload (6)
Crossbow, Axe 130gp/18 Ib. 1d12 bludgeoning Melee Weapon Heavy, two-handed 1d10 piercing Ranged Weapon Ammunition (range 100/400), heavy, loading, two-handed
Deckhammer 80gp/10 Ib. 1d8 slashing Melee Weapon 1d12 bludgeoning Melee Weapon Heavy, reach, superheavy, two-handed
Gunsword 165gp/4 Ib. 1d8 piercing Melee Weapon Finesse, versatile (1d10) 2d6 piercing Ranged Weapon (Firearm) Ammunition (range 30/120), reload (6)
Hinge Spear 160gp/15 Ib. 1d8 piercing Melee Weapon Double, two-handed 1d12 piercing Melee Weapon Heavy, two-handed
Kusarigama 85gp/10 Ib. 1d6 piercing Melee Weapon Finesse, light 1d8 piercing Melee Weapon Reach, trip, two-handed
Rifle Spear 235gp/12 Ib. 1d8 piercing Melee Weapon Finesse, versatile (1d10) 2d8 piercing Ranged Weapon (Firearm) Ammunition (range 100/400), heavy, loading, two-handed
Shotgun Axe 280gp/15 Ib. 1d12 piercing Melee Weapon Heavy, two-handed 2d6 piercing Ranged Weapon (Firearm) Ammunition (range 30/90), heavy, reload (10), scatter (2d8), two-handed
Split Staff 50gp/4 Ib. 1d6 piercing Two Melee Weapons Light 1d8 piercing Melee Weapon Double, versatile (1d10)
Split Swords 185gp/4 Ib. 1d6 piercing Two Melee Weapons Light, finesse 1d8 piercing Melee Weapon Double, versatile (1d10)
Whip Sword 70gp/6 Ib. 1d6 piercing Two Melee Weapons Finesse, reach 1d8 piercing Melee Weapon Finesse, versatile (1d10)

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. 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.   Double. This weapon has two damage-dealing ends. When you use the Attack action and make an attack with this weapon, you can use your bonus action to make an additional attack with it; you do not add your ability modifier to the damage roll of this bonus attack.   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.   Elegant. This weapon requires exceptional skill to use. You must have a Dexterity score of 16 or higher to wield an elegant weapon.   Explosive. When this weapon’s projectile hits a target, it explodes in a 5-foot radius. The projectile can be fired at an unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a DC 14 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.   Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.   Fist. Attacks made with this weapon are treated as unarmed strikes.   Foregrip. This weapon can be used with one or two hands. If used in two hands, its normal range increases by 50 feet and its long range increases by 200 feet.   Heat. This weapon gains a heat point whenever an attack is made with it, and loses one heat point whenever you begin your turn. If the weapon gains 3 heat points, it overheats and loses all heat points. An overheated weapon can’t be used to make an attack again until the end of your next turn.   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.   Massive. You can only make an attack with this weapon when you take the Attack action, and only as the first attack you make on your turn. Once you make an attack with this weapon, you can’t attack again until the start of your next turn. If you would be able to attack more than once when you take the Attack action on your turn, you deal an extra two dice of damage for each attack you forgo when using this weapon.   Misfire. When you roll a 1 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 its action to clear the weapon malfunction.
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.   Parrying. While wielding this weapon and not wielding a shield, you gain a +1 bonus to your AC against melee attacks.   Precision. Once per turn, you can deal an extra 1d6 damage to one creature you hit with this weapon if you have advantage on the attack roll.   Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.   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.   Returning. After being thrown, this weapon returns to your hand at the end of your turn.   Rocket. This weapon has a small propulsive engine attached to it or its projectiles. Once per turn, when you hit a creature with this weapon, you can deal an extra 1d4 damage to the target.   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.   Sighted. This weapon has disadvantage on attack rolls made against targets within 20 feet.   Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons”).   Superheavy. This weapon is unusually large for its type. You must have a Strength score of 16 or higher to wield a superheavy weapon.   Switch. This weapon has two forms. You can swap between which weapon is being used at any time, even between attacks.   Tension. When making a ranged weapon attack with a tension weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.   Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the Finesse property.   Trip. You can make a shove attempt against any creature within this weapon’s reach. Furthermore, you have advantage on ability checks you make to shove a creature using this weapon.   Twinshot. Once on each of your turns when you make an attack with this weapon, you can make another attack with it against a different creature that is within 5 feet of the original target and within range of the weapon.   Two-Handed. This weapon requires two hands when you attack with it.   Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Special Weapons

Bayonet. As an action, a bayonet can be mounted to any two-handed ranged weapon or removed from it. While mounted, you can use the bayonet to make a two-handed melee weapon attack, which deals 1d8 piercing damage on a hit.   Bolas. A creature hit by a bolas falls prone until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas. You can only throw one bolas on your turn.   Bomb. When a bomb hits a target, it explodes in a 5-foot radius and is destroyed. The bomb can be thrown at an unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a DC 11 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.
Additionally, as a bonus action, you can empty some of the bomb’s explosive material to permanently remove the blast radius from this bomb, dealing damage only to the bomb’s target.   Catchpole. This weapon is used to immobilize creatures at a distance. When you hit a creature of Large size or smaller with this weapon, you can attempt to grapple the creature instead of dealing damage. This grapple check uses your attack roll instead of a Strength (Athletics) check.
Harpoon. You can use an action to tie a rope to the end of a harpoon before it is thrown. If a ropetied harpoon hits a target, it becomes embedded in the target, and you can hold fast to the rope and use your action to make an opposed Strength (Athletics) check against the target to pull it up to 10 feet closer to you. Additionally, when the target moves, you can use your reaction to make an opposed Strength (Athletics) check against it, preventing its movement on a success. If you use your action to do anything else, you lose your grip on the rope. If the target has hands, it can remove the harpoon as an action.   Hook Hand. This is a one-handed weapon, usable only if you are missing a hand or have a special cuff designed to fit over your hand. Any humanoid that is missing a hand and regularly wears a hook has proficiency with this weapon.   Light Cannon. This weapon deals double damage to objects and structures.   Machete. This weapon deals double damage to plants and creatures of the plant type.   Rocket Launcher. This weapon deals double damage to objects and structures.

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