Firearms Reloaded

by Thudnfer

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Firearms

If you think that the current options for firearms are lacking or not versatile enough for the character you wish to make, this document could assist you in using firearms that are more diverse than the standard options.

Firearm List
Name Damage Properties Ammunition Capacity Range Recoil
Assault Rifle 1d6 piercing Rapid-Fire Bullets 20 45/90 ft 10
Cannon 3d10 bludgeoning Heavy, Loading, Special, Two-Handed, Volatile Gigantic Balls (tm) 1 30/60 ft 15
Combat Shotgun 2d6 slashing Close-Range Shells 8 20/30 ft 12
Chaingun 1d4 piercing Heavy, Special, Two-Handed Bullets 50 30/45 ft 14
Double Barreled Shotgun 3d8 slashing Close-Range, Fast Reload, Special Shells 2 15 ft 14
Handgun 1d6 piercing Fast Reload, Light, Pistol Bullets 12 45/90 ft 10
Light Machine Gun 1d6 piercing Rapid-Fire Bullets 30 30/90 ft 13
Mousegun 1d4 piercing Light, Pistol, Silent Bullets 2 30/45 ft 6
Revolver 3d4 piercing Fan The Hammer, Pistol Bullets 6 30/60 ft. 12
Sniper Rifle 2d10 piercing Silent, Special, Two-Handed, Volatile Bullets 1 30/120 ft 12
Sub-Machine Gun 1d4 piercing Light, Rapid-Fire Bullets 30 30\60 ft. 8

Firearm Ammunition

Not all firearms use the same ammunition. While many use bullets as ammunition, some use shells. Shells can't be used to load firearms that use bullets, and likewise, you can't load bullets into firearms that use shells.

The Capacity column of the table represents how much ammunition you can have in the weapon at once; firing the weapon reduces the amount of ammunition in the firearm by 1. A firearm can't be fired unless it has ammunition in it. Reloading the weapon restores the firearm to its maximum capacity, as long as you have enough ammunition.

Recoil

Many firearms jostle about in uncomfortable ways due to the internal mechanisms or discharge made when being fired. If your Strength score is lower than the recoil value for the firearm, you have a -1 penalty to all attacks you make with this weapon.

Firearm Properties

All firearms have the ammunition property by default.

ADS. This firearm has specially made sightlines to better line up your shots. When you make an attack with this firearm, you can expend 15 feet of movement to take a firing stance and ignore disadvantage caused by using the weapon's long range.

Close-Range. This firearm is built to be used up close and personal, making agility needless. You can use Strength, instead of Dexterity, for this weapon's attack and damage rolls. All close-range firearms also have the pistol property innately.

Fan The Hammer. You can use your action to make one attack with the firearm against any number of creatures you can see in the weapon's range, up to the weapon's current capacity.

Fast Reload. If you reduce this weapon's capacity to 0 as part of your action, you can immediately reload the firearm with no action cost.

Pistol. This firearm is small enough to be easily used in tight constraints. You don't suffer disadvantage from making attacks against nearby targets with this weapon.

Rapid-Fire. When you take the Attack action against targets that are within at least half the weapon's standard range, you can make an additional attack as part of that action.

Silent. If you make an attack with this firearm while hidden or invisible, you don't become revealed from the attack.

Volatile. This gun is made to be used by lesser trained individuals who lack the physical prowess to properly use a firearm effectively. You don't add any ability score modifiers to the damage dealt by this firearm.

Special Weapons

Cannnon. The cannon uses special ammunition that doesn't benefit from any special properties. To create this ammunition, at least 10 lbs of metal must be forged into a ball, which requires 8 Ammo Points (see below) in addition to the materials.

Chaingun. Whenever you use your action to make an attack with this weapon, the weapon gains one stack of Heat Up, allowing you to make an additional attack upon attacking with this weapon on your next turn. If you don't make an attack using your action, then the amount of Heat Up stacks becomes 0. Each additional damage dice consumes 1 ammunition each. You can make a maximum of 5 additional attacks with this weapon.

Double-Barreled Shotgun. When you make an attack roll with this weapon, you make a single attack roll against all creatures between you and the target, as well as the target.

Sniper Rifle. While not using the ADS property, you have disadvantage on attacks with this firearm.

Art Credit

"The Drifter" by Alexander Nanitchkov

"Gunslinger: Dreadbound" by T.J. Geisen

"Gunner" by Jang Tae-Hwan

"Gecko Gunner" by Matt Tonks

Reloading Your Firearm

When you attempt to reload your firearm, the number of attacks you can use can affect how you reload your firearm.

If you have an ability, such as Extra Attack or Flurry of Blows, that allows you to make additional attacks, you can sacrifice one of your attacks to fully reload the firearm.

Otherwise, you can use your action or bonus action to reload the firearm, as per the firearm rules presented in the Dungeon Master's Guide.

Alternatively, you can attempt to reload the firearm quickly, without expending an attack or action. You must make a Dexterity (Sleight of Hand) check, with the DC equal to the firearm's Recoil value plus 4. On a success, the firearm is reloaded successfully and can be used immediately with no downside. On a fail, the firearm stalls and cannot be used until you use an action to perform hasty repairs. Until you finish a short or long rest, the firearm's Recoil score increases by 2.

Regardless of how you reload your firearm, you always need at least one free hand to do so.

Creating Ammunition

While ammunition can be easy to come by in some settings, many others require ammunition to be manually created in order to use your firearms.

Ammunition requires time (measured in hours) and money (measured in gp) in order to be created.

You must spend a minimum of 1 hour making ammunition, but cannot be done during a short rest due to the concentration and attention required.

At the end of each hour you spend making ammunition, make an Intelligence check. For every 2gp worth of resources while you make the ammunition (a minimum of 10gp), you gain a +1 bonus to the check's total. If you are proficient with both smith's tools and alchemist's tools, you can add your proficiency bonus to the Intelligence check.

You gain an amount of Ammo Points equal to the check's total, and can spend them using the below table.

Ammunition Ammo Point Cost
Bullet 1 Ammo Point
Shell 2 Ammo Points
Antimagic Round +3 Ammo Points
Homing Round 5 Ammo Points
Holy Rounds +3 Ammo Points
Precision Round 3 Ammo Points
Riccochet Round 3 Ammo Points
Silver Round +3 Ammo Points
Stealth Round 3 Ammo Points
Tracker Round +1 Ammo Points

Special Ammunition

While standard ammo can be useful, sometimes a situation comes up where something more specialized is required. Making special ammunition requires a certain amount of Ammo Points to create. Additionally, some require additional resources or only come in shells or bullets, meaning only some specific firearms can use them.

These additional resources can't be replaced by other materials but can be used if magically created. You can choose which type of ammunition to use each time you make an attack.

Antimagic Rounds

Prerequisite: a spell slot of 3rd level or higher

Type: Bullet/shell.

When you hit a creature with this ammunition, it can't use any innate or internal magical effects until the start of your next turn (such as Spellcasting or Pact Magic), but can still use magic items without issue.

Homing Rounds

Prerequisite: tinker's tools proficiency

Type: Bullet.

An attack you make using this ammunition can't have disadvantage.

Holy Rounds

Prerequisite: a vial of holy water

Type: Bullet/shell.

If a creature is hit by this round, it takes an additional damage dice of radiant damage. This damage is maximised against undead and fiends.

Precision Rounds

Prerequisite: a shard of adamantine or diamond

Type: Bullet.

When you hit a creature with this ammunition, you deal an additional damage dice. The attack's range increases by 30 feet.

Riccochet Rounds

Prerequisite: a bouncy material

Type: Bullet.

When you miss an attack roll with this ammunition, you can reroll the attack against another creature you can see that's within the weapon's range.

Silver Rounds

Prerequisite: 5 gp worth of silver

Type: Bullet/shell.

Damage dealt with this weapon is maximized if the target has a type other than humanoid.

Stealth Rounds

Prerequisite: a material that doesn't create sound when struck

Type: Bullet.

When you make an attack using this ammunition, the firearm has the Silent property for this attack.

Tracker Rounds

Prerequisite: a bioluminescent material

Type: Bullet/shell.

When you hit a creature with this ammunition, you have advantage on checks to locate the creature for 1 hour, and the creature can't benefit from being invisible against you for that time.

Feat: Firearm Tinkerer

Prerequisite: firearm proficiency, Intelligence 13+

You become able to make ammunition during a short rest, provided you have the necessary equipment. In addition, you gain a +5 bonus whenever you produce Ammo Points.

Feat: Close-Range Gunner

Prerequisite: firearm proficiency

Your experience with using your firearms in melee combat has made you an expert in close-range firing.

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • Your firearms become an improvised melee weapon that you are proficient with. On a hit, it deals bludgeoning damage equal to 1d6 + your Dexterity modifier. If you make this melee attack as part of your action, you can fire your firearm as a bonus action.
  • You have a +1 bonus to firearm attack rolls against creatures within 15 feet of you.

Feat: Long-Range Gunner

Prerequisite: firearm proficiency

Your aim is best when shooting at a distance. When using the ADS property of a firearm, you ignore all sources of disadvantage that don't come from magic or blindness (eg. being charmed or frightened).

In addition, when you take the Attack action with a firearm and the target is at least 30 feet away, you can forfeit your movement for that turn and instead make another attack with the firearm.