# 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.
> ##### Art Credit > ["The Drifter"](https://www.artstation.com/artwork/JQoon) by Alexander Nanitchkov > > ["Gunslinger: Dreadbound"](https://www.artstation.com/artwork/yrx8J) by T.J. Geisen > > ["Gunner"](https://www.artstation.com/artwork/YayVv3) by Jang Tae-Hwan > > ["Gecko Gunner"](https://www.artstation.com/artwork/QrYW1E) by Matt Tonks \pagebreak ### 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. \pagebreak 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.