Re-Balanced Firearms For Eberron/Noir D&D 5e Settings
Firearms
| Item | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
Powder Ranged Weapons |
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| Pistol, flintlock | 45gp | 1d10 Piercing | 3 lb. | Ammunition (range 30/90), light, loading |
| Rifle, musket | 65gp | 2d6 Piercing | 10 lb. | Ammunition (range 45/135), loading, two-handed |
| Shotgun, blunderbuss | 60gp | 2d8 Piercing | 8 lb. | Ammunition (range 25/75), loading |
Ammunition |
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| Musket Ball (14) | 5sp | — | 3 lb. | For use with flintlock and musket |
| Blunderbuss Ball (6) | 4sp | — | 2 lb. | For use with blunderbuss |
Cartridge Ranged Weapons |
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| Pistol, revolver | 125gp | 1d6 Piercing | 2 lb. | Ammunition (range 50/150), light, reload (6 shots) |
| Rifle, bolt | 240gp | 1d12 Piercing | 14 lb. | Ammunition (range 100/300), loading, heavy, two-handed |
| Rifle, crank | 180gp | 1d10 Piercing | 8 lb. | Ammunition (range 60/180), reload (5 shots), two-handed |
| Rifle, carbine | 260gp | 1d8 Piercing | 12 lb. | Ammunition (range 80/240), reload (12 shots), heavy, two-handed |
| Shotgun, pump | 200gp | 4d4 Piercing | 7 lb. | Ammunition (range 30/90), reload (6 shots), two-handed |
| Shotgun, skeet | 210gp | 3d6 Piercing | 6 lb. | Ammunition (range 40/120), reload (2 shots), two-handed |
Ammunition |
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| Bullets (24) | 2gp | — | 1/2 lb. | For use with cartridge rifles and pistols |
| Shells (10) | 2gp | — | 3/4 lb. | For use with cartridge shotguns |
Firearm Properties
Firearms have some unique properties, as seen below, these properties offer different effects on firearms then on non-firearms with the same property name. Additionally you could choose to group powder with simple, and cartridge with martial weapons if you'd like.
Ammunition. The ammunition of a firearm is destroyed upon use. Powder Firearms use musket and blunderbuss balls, Cartridge Firearms use bullets or shells.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Feats for Firearms
A pair of feats designed for players who to specialize their techniques with firearms, Deadeye for distance and Outlaw for up close and personal.
Deadeye Techniques
You've adopted the art of placing your shots with firearms, granting you the following benefits:
- When using a Firearm, while prone or using cover you gain a +2 to your attack rolls.
- You can make an opportunity attack with a ranged weapon you are holding in response to a target leaving your effective or maximum range or when they attempt to hide behind cover.
Outlaw Techniques
You've adopted rugged tricks to turn the tides of battle, granting you the following benefits:
- After you attempt to shove a creature you may use your bonus action to make an attack against them with a weapon you are holding, if you won the contested roll you gain advantage on your attack roll.
- While you are grappling a creature, you ignore the two-handed property of firearms.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.