Firearms
| Name | Cost | Rarity | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Simple Ranged Weapons | ||||||
| Dragon (Grapeshot) | 35 gp | Uncommon | 3d4 Piercing | 5 lbs | 30/60 | |
| Dragon (Solid Shot) | 1d12 Piercing | 40/160 | ||||
| Pistol | 35 gp | Common | 1d8 Piercing | 4 lbs | 60/240 | Light |
| Musket | 40 gp | Common | 1d10 Piercing | 8 lbs | 100/400 | Two-Handed |
| Blunderbuss (Grapeshot) | 40 gp | Uncommon | 3d4 Piercing | 8 lbs | 50/100 | Two-Handed |
| Blunderbuss (Solid Shot) | 1d12 Piercing | 70/280 | Two-Handed | |||
| Martial Ranged Weapons | ||||||
| Attached Pistol | 20 gp | Uncommon | 1d6 Piercing | 1½ lbs | 30/60 | Light, Special |
| Hand Mortar | 35 gp | Uncommon | 12 lbs | 60/120 | Special, Two-Handed | |
| Jezail | 60 gp | Rare | 1d12 Piercing | 12 lbs | 150/600 | Heavy, Two-Handed, Unwieldy |
| Pocket Pistol | 20 gp | Rare | 1d6 Piercing | 2 lbs | 15/45 | Covert, Light |
| Wall Gun | 75 gp | Rare | 3d6 Piercing | 40 lbs | 300/1200 | Bulky, Heavy, Two-Handed, Unwieldy |
The Use of Firearms
Gaining Proficiency. When you gain proficiency with weapons at any point, you can substitute a proficiency using the provided table, such as substituting proficiency with a Shortbow for that with that for a Pistol. Proficiency with an entire category of weapons automatically includes those listed on this document.
Ammunition & Loading. All firearms have the Ammunition and Loading properties, despite them not being listed on the Firearms chart.
Loudness. A weapon's loudness rating is the distance out to which it is heard with a DC 10 Perception check when firing if no preventative measures are taken. It is equal to the first value listed for a weapon's range.
Firearms Modifications
Modifications to firearms can significantly change their function.
Multiple Barrels. Additional Weight (lbs): +1 x Number of barrels - 1.
Mutually exclusive with revolver. This allows a weapon to fire multiple shots at once. Decrease total damage by two for each barrel beyond the first. Weapons with this property commonly have up to 5 barrels.
Revolver. Additional Weight (lbs): +¼ x Number of cylinders - ¼.
Mutually exclusive with multiple barrels, can have number of revolving chambers switched with necessary materials. Weapon can be fired multiple times without reloading. Weapons with this property commonly have 4-8 chambers.
Weapon Modifiers
| Name | Available Modifiers |
|---|---|
| Pistol | Multiple Barrels, Revolver |
| Dragon | Multiple Barrels |
| Musket | Multiple Barrels, Revolver |
| Blunderbuss | Multiple Barrels |
| Attached Pistol | - |
| Pocket Pistol | Multiple Barrels, Revolver |
| Jezail | Revolver |
| Wall Gun | Revolver |
| Hand Mortar | - |
New Firearms Properties
Bulky. You must spend 1 action correctly bracing the weapon before you can fire. You must either become prone or place the weapon on top of an object capable of holding its weight. If the weapon is fired without being set up as mentioned, the attack roll receives no modifiers from ability scores or your proficiency modifier.
Unwieldy. This weapon's size makes it impossible to effectively use in close quarters combat. Any attacks made with this weapon when an enemy is within 10 feet of the user are made with disadvantage.
Associated Weaponry
| Name | Cost | Rarity | Damage | Weight | Properties |
|---|---|---|---|---|---|
| Simple Melee Weapons | |||||
| Bayonet (Attached) | 3 gp | Common | 1d6 Piercing | 1 lb | Reach, Special |
| Bayonet (Detached) | 1d4 Piercing | Finesse, Light, Special | |||
| Simple Ranged Weapons | |||||
| Atlatl | 3 gp | Uncommon | 1d6 Piercing | 1 lb | Ammunition (Range 80/320) |
| Shrapnel Grenade | 1 gp | Common | 2d8 Fire | ¼ lbs | Grenade, Thrown (Range 30/90) |
| Smoke Grenade | 1 gp | Common | ¼ lbs | Grenade, Thrown (Range 30/90), Special | |
| Sticky Grenade | 3 gp | Uncommon | 2d8 Fire | ¼ lbs | Grenade, Thrown (Range 30/90), Special |
| Martial Melee Weapons | |||||
| Chakram | 15 gp | Uncommon | 1d6 Slashing | 2 lbs | Finesse, Light, Thrown (Range 30/90) |
| Swordstick | 30 gp | Uncommon | 1d8 Piercing | 3½ lbs | Covert, Finesse, Special |
| Urumi | 20 gp | Rare | 1d6 Slashing | 5 lbs | Finesse, Reach, Sweeping |
New Weapon Properties
Covert. All Dexterity (Sleight of Hand) checks made to conceal this weapon are made with advantage.
Grenade. This weapon requires a source of fire to ignite before being thrown or fired, explodes after your turn ends, and can be thrown over objects up to 10 + 4 x Strength mod high. This weapon follows physics as your DM decides, and is spherical enough to roll down slopes. All Grenade effects occupy a 10 ft radius sphere.
Sweeping. This weapon has the capability of striking multiple enemies with a single swing. After taking the attack action, you may use your bonus action to make another attack on a target within 5 feet of the last targeted creature.
Weapons with Special Properties
Bayonet. This unique dagger can be mounted on any two-handed firearm without the Unwieldy property. If you are in melee range with a bayonet attached to your firearm, you can attack with it as a bonus action as one would use an offhand weapon. This weapon uses the proficiency of a Dagger.
Smoke Grenade. This grenade causes an obscuring cloud of colored smoke to appear, occupying the normal Grenade effect radius until a wind of at least 10 miles per hour blows it away, or until a minute passes.
Sticky Grenade. A grenade covered in a sticky substance derived from slimes, jellies, and similar. It will stick to the first thing it hits, and cannot be fired from a Hand Mortar.
Swordstick. This weapon uses the proficiency of a Rapier.
Hand Mortar. Used for firing grenades and other such projectiles, and can lob grenades over objects up to 50 ft high. Firing a grenade works as standard ranged attack.
Attached Pistol. Available to all shields and melee weapons lacking the thrown property. This pistol is not a weapon on its own, but is integrated into a melee weapon to augment its combat abilities. You may use this pistol as a bonus action attack, as if it was in your offhand. Any attacks made with Attached Pistol receive disadvantage if you are not proficient in the melee weapon it is mounted to.
Items & Tools
Powder Flask. Weight: ¼ lbs
Cost: 5 sp
A device containing gunpowder typically made of ivory, metal, or leather. Varying in size, they can contain enough gunpowder for up to 40 shots from a firearm.
Shot Tower. Weight: 12 lbs
Cost: 75 gp
A tower with an included catch bucket that is used to make shot. This requires water, fuel and refined lead, and will produce 20 lead balls per hour.
Refined Lead. A 1 lb ingot of refined lead is able to produce 20 lead balls or 20 cartridges of grapeshot.
Cost: 2 gp per lb
Gunsmith’s Tools. Weight: 6 lbs
Cost: 50 gp
A toolkit containing everything one needs to properly maintain, modify, and construct firearms.
Barrel of Gunpowder. A 1 lb barrel of gunpowder contains enough for 5000 shots of a firearm.
Cost: 10 gp per lb
Crew Served Weapons
Crew served weapons, while not traditionally used by adventurers, are included in this document for reference in uses such as pitched field battles or sieges. They include their own special modifier.
Carriage. A carriage allows a Crew Served Weapon to be moved. While moving a crew served weapon, every 1 ft travelled costs 2 ft of movement. All siege weapons listed in this document can be found with a carriage.
Cannon. Medium object, 40 hp, AC 16
Damage Immunities: Poison, Psychic
Damage: 5d8 Bludgeoning
Rarity: Uncommon
Properties: Bulky, Siege Monster, Special
Range: 300/1200
Weight: 100 lbs
Ranged Weapon Attack: +8 to hit, one target
This heavy gun requires one action each to load, aim, and fire it due to its sheer size.
Hwacha. Medium object, 30 hp, AC 13
Damage Immunities: Poison, Psychic
Damage: 2d8 Piercing every round for 5 rounds
Rarity: Rare
Properties: Bulky, Special
Range: 100/400
Weight: 75 lbs
Ranged Weapon Attack: +5 to hit, target a 10 ft square
This weapon fires off a wall of arrows. After the weapon is set off, it fires for the next four rounds on the same initiative count as when it was triggered. Due to requiring a large amount of ammunition, reloading this weapon takes 4 actions, another to aim it, and another to fire.
Bombard. Medium object, 50 hp, AC 16
Damage Immunities: Poison, Psychic
Damage: 4d6 fire, 2d6 piercing
Rarity: Uncommon
Properties: Bulky, Siege Monster, Special
Range: 80/160
Weight: 120 lbs
Ranged Weapon Attack: +6 to hit, 10 ft radius circle
This weapon is only capable of indirect fire, any projectiles fired must vertically travel a distance equal to half the horizontal distance to the target. Due to this weapon's size, it requires one action each to load, aim, and fire.
Falconet. Medium object, 40 hp, AC 14
Damage Immunities: Poison, Psychic
Damage: 3d6 Bludgeoning
Rarity: Common
Properties: Bulky, Siege Monster
Range: 100/400
Weight: 75 lbs
Ranged Weapon Attack: +7 to hit
This weapon requires 1 action to load and another to aim and fire.
Feats for Firearms
Gunslinger.
You ignore the loading property on all firearms you are proficient with.
You do not recieve disadvantage on attack rolls with firearms due to being too close to a hostile creature.
When you use the attack action with a one handed weapon, you can use a bonus action to attack with a one handed firearm you are holding.
Firearms
and Their
Derivatives
Based off Matt Mercer's Gunslinger homebrew Gunslinger, I felt a need to create a system of firearms that is more usable to the average character, and includes a few items and features I felt missing from Gunslinger, both in terms of balance and options. In this document, you will find not only firearms, but their siege weapons and an assortment of related tools and other weapons.
Written by LifeBeyondLiving
Edited by LandOfTheDead, LordMinast, & FiveColor
Playtested in part by LordMinast, FiveColor, & Vicotaco
Cover Art by KM33