Firearms and Their Derivatives

by LifeBeyondLiving

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Firearms and Their Derivatives
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