Firearms Rules

Basic Rules

The firearms rules in the Player’s Guide will be used, with some modifications as noted below. (These rules are different from the firearms rules in the DMG.)

House Rules

Knockouts

As noted elsewhere, firearms can use non-lethal ammunition that will knock out targets instead of killing them. This is the recommended procedure for constables of the RHC.

Repeating Shot

Artificers can learn the Repeating Shot infusion. (This is different from the version in Tasha’s because the basic firearms rules are different.)

Infusion: Repeating Shot

Item: A firearm with the Ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack.

If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The wielder does not have to spend an action to load the weapon. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

The created ammunition may either lethal or non-lethal, selected at the time of infusion.

A different type of ammunition may be used by loading it manually in the usual way. If the weapon has the Muzzle-Loading property or the Ammunition Clip enhancement, loading manually requires an action or bonus action (as normal).