ZeroDarkFang's Firearms
Firearms
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Revolver | 100gp | 1d10 | 2lb | Ammunition (range 60/120), burst-fire, reload (6) |
| Pistol | 150gp | 1d8 | 1lb | Ammunition (range 90/120), akimbo, light, reload (10) |
| Break-action Shotgun | 250gp | 4d4 | 6lb | Ammunition (range 30/60), close-combat, heavy, two-handed, loading |
| Pump-action Shotgun | 300gp | 2d6 | 8lb | Ammunition (range 30/60), close-combat, heavy, two-handed, reload (4) |
| Hunting Rifle | 300gp | 1d12 | 8lb | Ammunition (range 150/500),heavy, two-handed, loading |
| Assault Rifle | 400gp | 1d10 | 7lb | Ammunition (range 100/400),heavy, burst-fire, two-handed, reload (20) |
| Bolt-action Sniper | 500gp | 2d12 | 10lb | Ammunition (range 400/1000), deployable, heavy, two-handed, loading |
| Semi-automatic Sniper | 750gp | 2d10 | 8lb | Ammunition (range 200/800), deployable, heavy, two-handed, reload (3) |
Ammunition
| Type | Cost | Damage |
|---|---|---|
| Pistol/Revolver bullet | 1sp | piercing |
| Rifle bullet | 2sp | piercing |
| Shotgun slug | 5sp | bludgeoning |
| Sniper round | 5sp | piercing |
Modifications
Silencer (50gp):
Modifies: Pistol, Assault Rifle, Hunting Rifle, Bolt-action Sniper, Semi-automatic Sniper.
This device attached to the end of a barrel muffles the sound produced when firing the weapon, reducing the distance it is heard from to 20 feet
Firearm Properties
Akimbo:
-
You can engage in two weapon fighting with ranged weapons while holding a firearm with the akimbo property.
-
All the other rules for two weapon fighting still apply.
-
Firearms with this property can be reloaded even if both your hands are holding light weapons.
Ammunition:
- The ammunition of a firearm is destroyed upon use.
- Loading weapons use single pieces of ammuniton.
- Reloading weapons use cartridges holding varying amounts of ammunition.
- When fired, a firearm produces a thunderous boom heard up to 300 feet away.
Burst-fire:
- A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC = 8 + your proficiency bonus + your Dexterity modifier saving throw or take the weapon’s normal damage.
- This attack uses ten pieces of ammunition, or a fully loaded weapon if it holds less than ten pieces of ammunition.
Close-Combat:
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with this weapon.
Deployable:
- Attack rolls made with weapons with this property have disadvantage unless you first use an action to deploy it, fixing it to the ground, the weapon can not be moved and to use it a creature must go prone next to it, using the weapon in this way does not give you disadvantage on attack rolls from being prone.
- You can un-deploy a weapon as a bonus action.
- Attack rolls with deployed weapons have advantage.
- Small creatures can wield deployed weapons even if they have the heavy property.
Loading:
- Because of the time required to load this weapon, you can fire it only once when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.
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 by replacing one attack when you take the attack action (the character’s choice).
- You must have one free hand to reload a firearm.
Gunner Feat (Updated)
-
Increase your Dexterity score by 1, to a maximum of 20.
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You gain proficiency with firearms.
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You grain proficiency in smith tools.
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A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. As part of a long rest, you can use smith tools to craft bullets, slugs, or rounds. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.