##### Firearms
| Item | Cost | Damage | Weight | Properties |
|:-------------:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
|
*Powder Ranged Weapons*
|
| 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*
| | | | |
| 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*
|
| 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*
| | | | |
| 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.
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### 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.