Firearms Overhaul v0.11
By Sam Smurfitt
Document Contents & General Concept
The general idea of this document is to evolve upon the Firearm concepts set forward in the Gunslinger fighter archetype by Matt Mercer/Critical Role. Included in the document are 4 basic weapons, known as Platforms, which can be modified into almost any type of firearm using certain attachment, known as Augments. Also included in the document are the rules for learning proficiency with these weapons and some updated Feats. In addition there are also a range a new ammunition types for each weapon type.
Using this Document
This document is designed to improve on the current rules for firearms in D&D 5e. Rather than them just being more powerful bows with a few drawbacks, this document aims to make them more unique. Using this document a player or DM should be able to create any type of firearm (within reason) for use in their campaign. However, all the ideas in this document are just that, ideas. If you wish to invent a new weapon, or a modification, or ammo type which is not included here, do so! This is merely a set of guidelines for you to use.
Terminology
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms count as ranged weapons.
Platforms are the basic weapons to which the Augments are added. There are four basic Platforms: Small Caliber, Large Caliber, Shot and Grenade Launcher. The Properties which can be altered by the Augments are:
- Light - A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
- Explosive (XdY) - Upon a successful hit, everything within 5 feet of the target, and the target, must make a Dexterity Saving Throw against your Munitions Save DC (Calculated in the Ammunition section) or take XdY Fire damage. On a miss the ammunition fails to detonate or bounces away harmlessly.
- Misfire (X) - Rolling X or lower on an attack roll causes the weapon to jam and the attack to miss. The weapon cannot be used until the jam is cleared as an action (Tinker's tools check of DC = 8 + X). If this fails the weapon is broken and must be repaired out of combat for half the cost of the weapon.
- Range (X/Y) - The Weapon can be used to make ranged attacks. X is the weapons normal range and Y is the weapons long range. Attacking beyond the normal range imposes disadvantage on the attack and the weapon cannot attack passed the long range.
- Reload (X) - X is the number of attacks that can be made with the weapon before it must be reloaded as an action or bonus action. If using Two-Weapon Fighting each weapon requires an action or a bonus to reload.
- Two-Handed - This weapon requires two hands when you Attack with it
A Note Loading and Reloading
Weapons with the 'Loading' property, such as crossbows, may only attack once per round. Firearms are different in that they have the Reload(X) property whereby they can be fired X number of times in total, before an action or bonus action must be used to reload them.
Proficiency and Feats
Proficiency
Proficiency in firearms is a rare skill which takes exceptional training. Certain Classes and Archetypes gain proficiency, such as the Arificer and Gunslinger. Otherwise, proficiency can be gained through the Firearm expert feat.
Feats
There are two standard feats which involve the use of firearms directly, Dual Wielder and Firearms expert (also from the Gunslinger package). They are presented below with some slight modifications to the dual wielder feat shown in italics. The third feat, Firearm Master, is introduced as part of this Overhaul package.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons or firearms you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- You can reload two firearms with a single action or bonus action
Firearm Expert
You are adept at using guns effectively.
- You gain proficiency with Firearms.
- If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.
Firearm Master
Prerequisite - Proficiency with Firearms
You master the art of combat shooting, gaining the following benefits:
- You can reload two firearms using a single action or bonus action.
- Being within 5 feet of a hostile creature does not impose disadvantage on attack rolls.
- You may use the Bayonet on a weapon as if it has the Finesse property.
- While wielding a firearm you are proficient with, creatures provoke opportunity attacks then they leave the normal range of the firearm, even if they take the disengage action.
Basic Platforms and Ammunition
Presented below are the four platforms and the standard ammunition for each. For each Platform and Ammunition there are two associated costs. One is the purchase cost and the other is the cost of materials to manufacture with an associated Tinker's Tools check.
- Manufacture: 80gp of materials and Skill check DC 12
Large Caliber Gun
- Damage: 1d10 Piercing
- Weight: 3 lbs.
- Cost: 200gp
- Properties: Ammunition, Misfire(2), Range(60/150), Reload(1)
- Manufacture: 100gp of materials and Skill check DC 13
Shot Gun
- Damage: 2d6 Piercing
- Weight: 5 lbs.
- Cost: 400gp
- Properties: Ammunition, Misfire(2), Range(20/40), Reload(1)
- Manufacture: 200gp of materials and Skill check DC 14
Grenade Launcher
- Damage: 1d4 Bludgeoning
- Weight: 5 lbs.
- Cost: 800gp
- Properties: Ammunition, Misfire(3), Explosive(1d6), Range(20/60), Reload(1)
- Manufacture: 400gp of materials and Skill check DC 15
Ammunition
Small Caliber Bullets
- Cost: 2gp
- Bundle Size: 10
- Weight: 1 lb.
- Manufacture: 1gp of materials and Skill check DC10
Large Caliber Bullets
- Cost: 4gp
- Bundle Size: 10
- Weight: 2 lbs.
- Manufacture: 2gp of materials and Skill check DC11
Shot Ammunition
- Cost: 4gp
- Bundle Size: 10
- Weight: 3 lbs.
- Manufacture: 2gp of materials and Skill check DC12
Grenades
- Cost: 10gp
- Bundle Size: 10
- Weight: 5lbs.
- Manufacture: 5gp of materials and Skill check DC13
Platform Augments
There are 5 parts to a Platform which can be Augmented. These are: The Action, The Barrel, The Grip, The Muzzle and The Sights. Each zone can only have one Augment at a time. Crafting an Augment requires a material cost an a successful Tinker's tools check. Failing a check wastes the materials but does not damage the platform. Once an Augment has been created it can be attached to the Platform at no cost. Similarly, replacing an Augment with a new one requires only the new augment to be crafted.
The Augments are presented in alphabetical order, in order of zone:
Action
Auto-Reloader
- A mechanism to automatically load the next bullet into the firearm. These come in many forms such as revolvers, tubes and magazines.
- Increase the reload score by 2 and the misfire score by 1.
- This augment can be taken up to three times in total.
- This requires 1/2 the cost of the base Platform and a skill check of DC = 10 + The Platforms current reload score.
Improved Mechanism
- An improved, more reliable fire mechanism.
- The misfire score of the Platform is reduced by 2, to a minimum of 1.
- Costs 1/2 of the base Platform in materials and a DC 12 skill check.
Quick-Fire Trigger
- A lighter-pull second trigger for quick firing.
- You may make 1 ranged attack with as a bonus action per round with this weapon.
- The misfire score increases by 2.
- Costs 3/4 of the base Platform in materials and a DC 14 skill check.
Barrel
Additional Barrel
- Add a second barrel and firing mechanism to the platform.
- Double the reload score of the Platform and increase the misfire score by 2.
- If taken with the Auto-reloader, total the reload score with the auto-reloader before doubling.
- Costs 1/2 the cost of the base Platform and a skill check of DC = 10 + The Platforms current reload score.
Forged Barrel
- A hardened barrel to reduce the chance of jams.
- The Platform misfire score is reduced by 1, to a minimum of 1.
- Costs 1/4 of the base Platform in materials and a DC 10 skill check.
Rifle Barrel
- A lengthened barrel to improve the range of the firearm.
- Increase the normal range of the Platform by 40 feet and the Long range by 40 feet.
- Adds the two-handed Property and removes the Light Property.
- Costs 1/2 of the base Platform in materials and a DC 12 skill check.
Shortened Barrel
- A shorter, lighter barrel at the cost of range and reliability.
- Gain the Light property and the Platform misfire score is increased by 1.
- Reduce to normal range of the weapon by 10 feet and the long range by 20.
- Costs 1/2 of the base Platform in materials and a DC 12 skill check.
Grip
Light-weight Grip
- A lighter, but less robust grip.
- Gain the Light property and Increase the platforms misfire score by 2.
- Costs 1/2 of the base Platform in materials and a DC 12 skill check.
Marksman's Stock
- large shoulder stock with dials which can be adjusted to improve accuracy.
- Adds the two-handed property to the Platform and removes the Light property also Increase the long range by 20 feet.
- As an action, you may give yourself advantage on the next ranged attack with this Weapon.
- Costs 3/4 of the base Platform in materials and a DC 14 skill check.
Shoulder Stock
- A solid stock increasing the reliability of the weapon.
- Adds the two-handed property to the Platform and removes the Light property.
- Reduce the misfire score by 1 to a minimum of 1.
- Costs 1/4 of the base Platform in materials and a DC 10 skill check.
Muzzle
Bayonet
- When you take the attack action you can choose to use the blade attached to the end of your weapon instead.
- The Bayonet is a simple melee weapon with the Versatile property, dealing 1d6(1d8) slashing damage
- It can be used to make attacks of opportunity.
- Ignore the misfire property of the weapon when making attacks with the Bayonet.
- Costs 1/2 of the base Platform in materials and a DC 12 skill check.
Compensator
- A device which reduces the weapons recoil.
- Every consecutive ranged attack against the same target on your turn gains you a +1 bonus to the attack roll.
- This effect stacks, and lasts until the end of your turn.
- The misfire score of the weapon increases by 1.
- Costs 3/4 of the base Platform in materials and a DC 14 skill check.
Suppressor
- A device to calm the usually explosive noise made when firing.
- When you make an attack with a suppressed Platform while hidden, you may make another stealth check as a bonus action to remain hidden.
- Reduce the long range of the platform by 30 and increase the misfire score by 1.
- Costs the full cost of the base weapon and a DC 16 skill check.
Sights
Aperture Sight
- An engraved glass crosshair to improve accuracy at a short range.
- Increase the short range of the platform by 20 feet.
- Costs 1/2 of the base Platform in materials and a DC 12 skill check.
Glow Sight
- An aiming reticle coated in a luminous substance.
- When attacking in darkness, you can see up to a distance of the normal range of the Platform as if it is dim light.
- Costs 3/4 of the base Platform in materials and a DC 14 skill check.
Telescopic Sight
- A series of optical lenses to enhance the distance you can see at.
- Increase the weapons long range by 60 feet.
- You can sacrifice your movement for one turn to not be penalised for shooting past the weapons normal range.
- Costs the full cost of the base weapon and a DC 16 skill check.
Ammunition
Additional ammunition types are available to be purchased or manufactured with specialist components. Each weapon has a different range of ammunition types available to them. Some munitions require the target(s) to make a saving throw. In these cases the Save DC is calculated as:
Munition Save DC
Any effect which requires a saving throw is only activated on a successful hit with the weapon, being ineffective on a miss. To change which ammunition a weapon is currently using requires the weapon to be reloaded as an action or bonus action.
Small Caliber
Armor Piercing
- A hardened tipped round which penetrates armor effectively.
- Gain a +1 bonus to attack rolls, and a -1 to damage rolls.
- Costs 4gp for a bundle of 10, or 2gp and a Tinker's tools check of DC 12.
Hollow Point
- A hollow tipped round which damages unarmored foes more effectively.
- Gain a +1 bonus to damage rolls, and a -1 to attack rolls.
- Costs 4gp for a bundle of 10, or 2gp and a Tinker's tools check of DC 12.
Poison Darts
- Replace the projectile with a needle of poison.
- The weapon damage become 1d4 piercing and on a hit the target must make a constitution saving throw or become poisoned for 1 minute.
- Costs 12gp for a bundle of 10, or 6gp and an Alchemist's Supplies check of DC 14.
Large Caliber
Armor Piercing
- A hardened tipped round which penetrates armor effectively.
- Gain a +1 bonus to attack rolls, and a -1 to damage rolls.
- Costs 4gp for a bundle of 10, or 2gp and a Tinker's tools check of DC 13.
Explosive
- Replace the bullet projectile with a small explosive charge.
- Gains the Explosive(1d8) property, and increases misfire score by 2.
- Costs 32gp for a bundle of 10, or 16gp and an Alchemist's Supplies check of DC 17.
Hollow Point
- A hollow tipped round which damages unarmored foes more effectively.
- Gain a +1 bonus to damage rolls, and a -1 to attack rolls.
- Costs 4gp for a bundle of 10, or 2gp and a Tinker's tools check of DC 13.
Shot
Birdshot
- A shot loaded with many light pellets.
- The Weapon range changes to a 20 foot cone.
- Instead of an attack roll, all creatures in range must make a dexterity saving throw or take 2d4 piercing damage.
- Costs 8gp for a bundle of 10, or 4gp and a Tinker's tools check of DC 14.
Dragons Breath
- A shot loaded with explosive pellets.
- Range becomes a 15 foot cone.
- Instead of an attack all creatures in the cone must make a dexterity saving throw or take 3d8 Fire damage.
- Costs 16gp for a bundle of 10, or 8gp and an Alchemist's Supplies check DC 18
Slugs
- A single project instead of many shot pellets.
- Deals 1d12 piercing damage instead of normal weapon damage.
- The Long range increases by 20 feet.
- Costs 8gp for a bundle of 10, or 4gp and a Tinker's tools check of DC 14.
Grenades
Bludgers
- A solid composite topped grenade for knocking down targets.
- Removes the Explosive Property.
- On a successful hit, the target must make a strength saving throw or be knocked prone.
- Costs 20gp for a bundle of 10, or 10gp and a Tinker's tools check of DC 15.
High Explosive
- An increase in the volatility of the grenades.
- Increase the explosive damage to 3d8.
- Costs 40gp for a bundle of 10, or 20gp and an Alchemist's Supplies check of 19.
Smokers
- A grenade which creates a large smoke cloud.
- Removes the explosive property.
- A 20-foot-radius of smoke appears, centered on the target, on a successful hit. The smoke spreads around corners and obscures all vision except magical. It lasts 1 minute or until a strong wind disperses it.
- Costs 30gp for a bundle of 10, or 15gp and an Alchemist's Supplies check of 17.
Any
Magical Ammunition
- These come in +1 (Uncommon), +2 (rare) and +3 (very rare) variants.
- You have a bonus to attack and damage rolls with the weapon when using these, depending on the rarity.
- Once fired, this ammunition is no longer magical.
- This ammunition is not able to be crafted and must be found or bought. Use DMG page 135 to determine the price.
Examples
So for an example we are going to take a large caliber pistol and turn it into a Battle Rifle.
To begin with, it has the statistics:
- Damage: 1d10 Piercing
- Weight: 3 lbs.
- Cost: 200gp
- Properties: Ammunition, Misfire(2), Range(60/150), Reload(1)
If we add an Auto-loader (x2), the Forged Barrel, a Shoulder Stock, a Bayonet and an Aperture sight we now have:
Battle Rifle
- Damage: 1d10 Piercing
- Weight: 3 lbs.
- Cost: 700gp
- Properties: Ammunition, Misfire(2), Range(80/150), Reload(5), Two-handed
- Special: Bayonet
- Bayonet: When you take the attack action with this weapon you can use the blade attached to the barrel instead. It is a simple melee weapon which deals 1d6(1d8) slashing damage and has the versatile trait.
Or we could take the same weapon and make a long range stealth snipers rifle, by using the Rifle Barrel, Marksmans Stock, Suppressor, Telescopic sight and Improved Mechanism:
Stealth Sniper
- Damage: 1d10 Piercing
- Weight: 3 lbs.
- Cost: 950gp
- Properties: Ammunition, Misfire(1), Range(100/240), Reload(1), Special, Two-handed
- Special: Marksmans Stock, Suppressor, Telescopic Sight
- Marksmans Stock: As an action, you may give yourself advantage on the next ranged attack with this Weapon.
- Suppressor: When you make an attack with a suppressed Platform while hidden, you may make another stealth check as a bonus action to remain hidden.
- Telescopic Sight: You can sacrifice your movement for one turn to not be penalised for shooting past the weapons normal range.
Change log
v0.10 to v0.11
General Changes
- Some formating changes
- Changed the description of the birdshot and Dragonsbreath shots.
Balance Changes
- Reduce the time smokers last to 1 minute from 10
General Thoughts and Possible Future Changes
The new Arificer class comes with a feature which enables the Artificer to easily create a magic weapon which ignores the loading or reloading property of a weapon. As this would break the balancing act that is increasing the reload score of a firearm at the cost of misfire etc I suggest you do not allow this, as it may lead to some imbalances.