Guns
Primer
Firearms are a classification of ranged weapon.
These weapons use large amounts of force (typically a gunpowder explosion, though other mechanisms are not unheard of) to propel specialized ammunition at great speed and accuraccy, causing heavy piercing damage. Most firearms have a set number of shots they can fire before they need to be reloaded.
There are four primary categories of firearm, each with their own benefits/drawbacks:
- Handguns
- Shotguns
- Assault Rifles
- Hunting Rifles
To use a firearm effectively, one must have proficiency with the weapon. Using a firearm without proficiency will result in damage from the recoil fo the weapon.
Weapon Statistics
Handguns
Firearm, ranged weapon
250 gp, 2lb. ---------- 2d6 Piercing
Tags: Ammunition, Diminished Returns (1), Reload (6 Shots), Range (30/90ft), Close Combat Simplified
Recoil Save: DC 10
Shotguns
Firearm, ranged weapon
500 gp, 7lb. ---------- 2d8 Piercing
Tags: Ammunition, Diminished Returns (3), Reload (2 Shots), Range (30/60ft), Close Combat Friendly
Recoil Save: DC 12
Assault Rifles
Firearm, ranged weapon
500 gp, 8lb. ---------- 1d20 Piercing
Tags: Ammunition, Reload (30 Shots), Range (80/240ft), Burst Fire (80ft)
Recoil Save: DC 10
Hunting Rifle
Firearm, ranged weapon
600 gp, 8lb. ---------- 2d10 Piercing
Tags: Ammunition, Loading, Range (80/240ft), Unfriendly Close Combat
Recoil Save: DC 14
Tag Descriptions
Ammunition
This weapon requires ammunition in order to be used. Ammunition cannot be interchanged between firearm types.
Diminished Returns
Subsequent attacks after the first with this weapon within a round subtract the specified value due to recoil; rendering the weapon less accurate with each shot.
Reload
This weapon can fire a specified number of ammunition before it must be manually reloaded. Reloading costs an action or a bonus action (character's choice).
Range
This weapon is effective up to the indicated range. The first number in the range is where the weapon is most accurate. The second number in the range represents the upper limit. Attacks against targets between the first and second range value are at disadvantage.
Close Combat Simplified
Most ranged weapons receive a disadvangage penalty when a melee enemy or target is within five feet of the attacker. Weapons with this tag reduce this to a -2 penalty instead.
Close Combat Friendly
Ranged weapons with this tag do not impose any penalty when used within five feet of a melee attacker or target.
Burst Fire
In lieu of a normal attack action, 10 ammunition may be spent from this weapon to target a 10ft cube area. Anyone within the area must succeed on a DC 15 Dex save or take the weapon's normal damage.
Loading
This weapon can hold only one round at a time and is reloaded after each shot. This reload is considered part of the attack action. As a result, this weapon may only be fired once per round.
Unfriendly Close Combat
This ranged weapon is so difficult to use at close range that it imposes the normal ranged attack disadvantage if a melee attacker or target is within 10 feet.
Recoil
If a firearm is used without proficiency, or in critical failure circumstances, the user of the weapon may suffer from recoil damage. The user must perform a Strength Saving throw of the weapon's DC or suffer half of the weapon's normal damage in bludgeoning.
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