Fantastic Fantasy Firearms

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Fantastic Fantasy Firearms

Fantastic Fantasy Firearms

Firearms have long existed in the world. From early hand cannons to the iconic flintlock musket, firearms have played a pivotal role in early modern warfare. Whether your fantasy setting is inspired by intrigue and adventure of stories like The Three Musketeers or alchemical tinkering has brought forth the power of gunpowder to your world, this supplement serves to provide firearms as a powerful yet balanced ranged weapon.

Proficiency in Firearms

Firearms are considered their own category of weaponry and thus proficiency is required to add your proficiency bonus to attack rolls. By default, certain classes and subclasses are assumed to grant firearms proficiency or limited proficiency in certain ones.

Ammunition

All firearms utilize the default ammunition within the Dungeon Master's Guide, referred to as bullets which are equivalent to the renaissance bullets found in the Dungeon Master's Guide. The Blunderbuss is capable of firing improvised ammunition at the discretion of the Dungeon Master.

Properties & Attachments

Covert

You have advantage on stealth checks to conceal this weapon.

Misfire

Whenever you make an attack roll with a firearm that is equal to or lower than the weapon's Misfire score, the weapon misfires and jams. The attack automatically misses and the weapon must be repaired before it can be fired again.


Repairing a firearm requires spending an action to try and repair the weapon with Tinker's Tools. The check DC is equal to 8 + the Misfire score of the weapon.If the check fails, the weapon breaks and must be repaired out of combat for a quarter of the cost of the weapon. A firearm's Misfire score increases by one when used by creatures not proficient in the firearm.

Scatter

When you fire this weapon, an attack is made simultaneously against a second creature or object within five feet of the targeted creature or object. If there are multiple creatures or objects, you may designate which is the secondary target.

Special: Bayonet

The bayonet is a long, thin blade designed to fit on the end of an Arquebus, Blunderbuss or Musket to allow the firearm to be used in close range melee combat. Attaching or detaching the bayonet is an object interaction. While the bayonet is attached, your weapon's maximum distance for firing without disadvantage is halved.

Variant Property: Reload

The weapon can be fired a number of time equal to its Reload score before you must spend one attack or one action to reload. You must have one free hand to load a fire arm.

This rule is more in line with Matthew Mercer's Gunslinger reload rules. All firearms in this supplement can be considered to have a Reload score of 1 unless otherwise specified.


Firearms
Name Cost Damage Weight Range Properties
Bayonet 5g 1d6 piercing 1 lb. ~ Special
Arquebus 250g 2d6 piercing 15 lbs. 90/360 Ft. Two-Handed, Loading, Heavy, Misfire 2
Blunderbuss 300g 1d10 piercing 10 lbs. 15/60 Ft. Two-Handed, Loading, Scatter, Misfire 2
Musket 300g 1d12 piercing 10 lbs. 120/480 Ft. Two-Handed, Loading, Misfire 2
Flintlock Pistol 150g 1d10 piercing 3 lbs. 60/240 Ft. Loading, Misfire 1
Dragon Pistol 150g 1d8 piercing 5 lbs. 15/30 Ft. Loading, Scatter, Misfire 1
Dueling Pistol 200g 2d4 piercing 2 lbs. 80/320 Ft. Light, Loading, Misfire 1
Palm Pistol 50g 1d8 piercing 2 lbs. 40/160 Ft. Light, Loading, Covert, Misfire 1
Pepperbox 250g 1d10 piercing 5 lbs. 80/320 Ft. Reload 6, Misfire 2

Firearm Proficiencies by Class

Firearm proficiencies may be granted to classes rather than solely require a feat, fire-arm centric subclass or special training. The following table details how firearm proficiencies may be granted to different classes. Firearms refers to all weapons contained within this supplement while Pistols refers to the Pistol, Dragon Pistol, Dueling Pistol and Pocket Pistol.

If a subclass grants Martial Weapon Proficiencies, a Dungeon Master may elect to grant additional firearm proficiencies with the subclass if deemed thematically appropriate.

Class Proficiencies
Barbarian Simple weapons, martial weapons, firearms
Bard Simple weapons, hand crossbows, pistols, longswords, rapiers, shortswords
Cleric Simple Weapons
Druid Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Fighter Simple weapons, martial weapons, firearms
Monk Simple weapons, shortswords
Paladin Simple weapons, martial weapons, firearms
Ranger Simple weapons, martial weapons, firearms
Rogue Simple weapons, hand crossbows, pistols, longswords, rapiers, shortswords
Sorcerer Daggers, darts, slings, quarterstaffs, light crossbows
Warlock Simple Weapons
Wizard Daggers, darts, slings, quarterstaffs, light crossbows

Variant Rule: Multiclassing and Firearms

If you meet the prerequisites to multiclass into a certain class and that class grants proficiency in Martial Weapons, you also gain proficiency in Firearms. Multiclassing into Barbarian, Fighter, Paladin and Ranger would thus grant proficiency in Firearms as would subclasses like the War Domain Cleric or Hexblade Warlock.









Author: /u/Valerion
Artist Credit: "Rifleman" by Evgeniy Petlya.
DeviantArt.
Inspired By: The Gunpowder Codex by /u/FeyRune_Labs and The Gunslinger by Matthew Mercer.

Feats -DISCONTINUED-

Firearm Master

You have practiced extensively with a variety of firearms, gaining the following benefits:

  • Increase your Dexterity by 1, to a maximum of 20.
  • You gain proficiency with firearms, including long guns and pistols.

Blackpowder Adept

Your acumen with firearms grants you the following benefits:

  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a pistol you are holding.
  • You have advantage on tinker's tools checks to clear a firearm's misfire.
  • You may use your reaction to take attacks of opportunity with firearms.

 

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