Blunderbuss

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Blunderbuss

Attributes

Name Cost Damage Weight Properties
Blunderbuss 600 gp (shot) 4d4 or (flechette) 2d8 piercing 7 lbs Reload (1 Turn), Misfire (<8)

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 are ranged weapons.

Reload

The weapon can be fired a number of times equal to its Reload score before you must spend 1 full turn to reload. You must have one free hand to reload a firearm.

Misfire

Whenever you make an attack roll with a firearm and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Ammunition

All firearms require ammunition to make an attack and, due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition using Tinker’s Tools. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Type Amount Cost
Shot (Silver) 2d6 40 copper (10 silver)
Flechette (Silver) 2d4 60 copper (14 silver)
 

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