My Documents
Become a Patron!
Faz Bindlestick's
Guide to Firearms
A practical primer for aspiring gunsmiths, gun-nuts, and gunslingers for the world's greatest roleplaying game
\pagebreakNum
### [
Introduction
2](#p2) ##### [Table of Contents](#p2) ##### [Message from Faz Bindlestick](#p2) ### [
Firearms
3](#p3) #### [Firearm
Properties
3](#p3) [Proficiencies](#p3)
[Ammunition](#p3)
[Weight](#p3)
[Value Modifiers](#p3)
[Range](#p3) #### [Firearm
Parts
3](#p3) [Main Parts](#p3)
[Attachments](#p4) #### [Building a
Firearm
4](#p4) [Modifying Firearms](#p5)
### [Firearm
Tables
5](#p5) #### [Main
Parts
5](#p5) [Firearm Class](#p5)
[Firing Mechanism](#p5)
[Body Materials](#p6)
[Barrels](#p6)
[Stocks](#p6)
#### [
Attachments
7](#p7) [Modifiers](#p7)
[Optics](#p7)
[Barrel-ends](#p7)
[Underbarrels](#p7)
#### [
Ammunition
8](#p8) [Ammunition](#p8)
[Ammunition Variants](#p8)
#### [
Items
9](#p9) [Loaders](#p9)
[Bayonets](#p9)
[Crank Gun](#p9)
#### [Sample
Firearms
10](#p10) ### [
Feats
12](#p12) [Called Shots](#p12)
[Cannonmaster](#p12)
[Cover Fighter](#p12)
[Frontliner](#p12)
[Gunslinger](#p12)
[Jury Rigger](#p13)
[Mud Lover; Ground Hitter](#p13)
[Outlaw](#p13)
[Pistolero](#p13)
\columnbreak
##### Message from Faz Bindlestick This is going to be a bit long, but is a good summary of my thoughts on the ruleset, how it works, and who I think would like it the most. Feel free to skip it and jump right in, though! Faz Bindlestick's Guide to Firearms is the culmination of three years of work. Wanting to add firearms to my own home games, and unsatisfied with any of the other systems out there, I began work on my own. Iterating on it slowly, it's finally in a state that I'm pretty satisfied with. At its core, this system is about building firearms from the ground up. Many parts and attachments are available to choose from, all compatible with over 30 base types of firearm. Parts can be added, removed, and modified to turn your gun into a living, breathing
1
, extension of your character.
##### Other firearm rules Here are the problems I found with other systems, and how I've addressed them. - **Gunslinger as a separate class**. There is no gunslinger class, merely those who sling guns. Historically, guns are far easier to be trained in compared to earlier weapons, allowing for the training of more effective soldiers, faster. In this sense, a separate class that has special skills allowing them to use firearms is farcical. Proficiency is still required, though mostly for balance purposes, and in that way they are the same as any other weapon. - **Firearms are special.** Many systems boil their firearms down to a handful of weapons that are essentially unique, exotic weapons. While firearms in this supplement are expensive and complex, being hard to acquire as a lowly band of adventurers, they are not marred by their exoticism or difficulty to master. - **Misfiring**. Many firearm systems also tend to have a misfire system. These usually punish multiple attacks, making them a bit of a headache to use, with the fear of wasting a turn, of breaking the weapon, or of it exploding in the user's face. While I too include a misfire system, it is designed to reward multiple attacks while still adding an air of uncertainty to such volatile weapons, and limiting the damage output a tad once reloading becomes negligible at higher levels.
##### Who is it for? While I designed these firearms for myself and my table, I do hope others can find value in it. Those who enjoy a bit of complexity and customization will enjoy modifying and building their own, unique, firearms. Conversely, those who simply want a drag-and-drop option have over a dozen pre-made firearms to use in their games. I do purposefully leave many things open-ended. Many feats are geared toward firearms, but not restricted to them.
1
Firearms do not breathe, usually.
\pagebreakNum
# Firearms Firearms are special types of ranged weapons that fall into both the simple and martial weapon categories. They are modular and dynamic, containing many different working parts that make up the whole of the weapon. These parts come in two main categories, **Main Parts** and **Attachments.** Main parts are the minimum needed to create a working firearm, whereas attachments are entirely optional. The parts affect the firearm's properties like range, damage, weight, and so on. ## Firearm Properties ### Proficiencies Firearms fall under both the simple and martial categories. For the purposes of becoming proficient with firearms, **matchlocks** and **flintlocks** are *simple* ranged weapons, while the rest (break-action, bolt-action, etc.) are *martial* ranged weapons. Characters with proficiency in **all** simple weapons are also proficient in simple firearms. Characters with proficiency in at least one martial **ranged** weapon are proficient in martial firearms. ### Ammunition All firearms have the *ammunition* property, and there are many types of ammunition used amongst the wide range of firearms. Generally, the ammunition a firearm shoots is denoted by both the firearm's **class** and **firing mechanism**, and the ammunition is destroyed upon firing. #### Reloading Firearms are reloaded by taking the Reload action. For firearms that have a magazine size larger than 1, the Reload action will load a number of pieces of ammunition based on your proficiency bonus, depending on the **firearm class**. If a spell, ability or otherwise grants a character another action, such as _action surge_ or _haste,_ these actions may be used to take the Reload action. #### Magazine Firearms that have the ability to hold multiple rounds of ammunition can fire numerous times without reloading. The size of a firearm's magazine is denoted by its **firing mechanism**. The firearm can be fired that many times before needing to be reloaded with more ammunition. #### Jamming When a 1 is rolled on the d20 when making an attack roll with a firearm, the weapon becomes jammed, and the attack misses, but ammunition for this attack is not consumed.. Unjamming a weapon requires spending an amount of time needed to fully reload its magazine as you clear the jam. Unless stated otherwise, firearms have a ***d4*** **misfire** die. Jammed weapons have a misfire score, which starts at 1. When making an attack roll with a jammed weapon, roll the firearm's misfire die. If you roll equal to or lower than the \columnbreak firearm's current misfire score, it remains jammed. The attack is wasted and the misfire score increases by 1. If a number higher than the firearm's current misfire score is rolled, the firearm unjams itself, and the attack proceeds as normal. When a firearm's misfire score reaches the maximum value of its misfire die, it becomes permanently jammed until it is manually unjammed by reloading it. A firearm's misfire score is reset back to 1 when it is unjammed. ### Weight A firearm that is is 5 lb. or less is *light*. A firearm that is 30 lb. or more is *heavy*, requires a STR score of 13 to use, and uses STR modifier instead of DEX modifier for the attack and damage rolls. For every 10 lb. after 30, the STR requirement increases by 1. For example, a firearm that weighs 50 lb. would require a STR score of 15 to use, and use the STR modifier for attack and damage rolls made with it. Characters who lack the Strength score requirement for a firearm make all attacks using that firearm at disadvantage. ### Value Modifiers Some parts have a "mod." value for different values such as weight, cost, or range. These modifier values are multiplied by the value they are modifying. ### Range Range is calculated based on a combination of a firearm's parts. Some add bonuses or penalties to attack rolls for the firearm's normal range, long range, or both. These are denoted as a [±X] directly after the range number, such as: _Ammunition_ (60 [+1]/120 [-2] ft.)
If needed, round range values to the nearest multiple of 5. ## Firearm Parts ### Main Parts Main parts are critical to a working firearm. A firearm must have at least one of each type of main part in order to function. Main Parts consist of a firearm's *firing mechanism*, *class*, *body*, *barrel*, and *stock*. #### Class A firearm’s class determines its damage, ammunition type, special properties, and weight modifier. #### Firing Mechanism A firearm’s firing mechanism determines its ammunition type, magazine size, reload speed, other special properties, and cost modifier. #### Body The body is the frame of the firearm, holding all the parts together. While many wood materials are listed, all firearms incorporate some metal parts to withstand the intense forces
\pagebreakNum
generated when firing the firearm. The body material determines its _weight class_ which, when multiplied by ten, determines the maximum weight that the material can support. Including attachments and parts added later, the firearm's total weight must be equal to or lower than its weight class times 10. **For example**, the maximum weight of any firearm made out of *Cherry* wood is 30 lb. The **body** material's cost and weight is multiplied by the cost and weight modifiers of the firearm's **firing mechanism** and **firearm class** to calculate the firearm's base weight and base cost. Thereafter, any part or attachment simply adds its weight and cost to the firearm's total. This part combines with the chosen **class** and **firing mechanism** to create the most rudimentary form of a firearm. Once created, these parts cannot be separated from the **body**, holding everything together and protecting all the inner parts. #### Barrel The barrel of a firearm determines its range. #### Stock Stocks affect attack bonuses at certain ranges, optimizing the firearm for certain engagements. ### Attachments Attachments are parts that change the gun's statistics. Up to one of each type of attachment may be installed on a given firearm, unless stated otherwise. They count towards the total weight that the **Body Material** can support. They can be added to or removed from a firearm using *Tinkers' Tools*. #### Modifiers These attachments modify the **Main Part** of the firearm and generally add special abilities to it. They are innate to the main part and cannot be removed from it, nor can they be added to existing parts without the proper training and gunsmithing facilities. A **main part** may only have one modifier attached to it at a time. #### Optics Optics, or sometimes called sights, attach to the firearm and generally make it easier to aim. They improve the firearm's normal and/or long ranges. #### Barrel-Ends Barrel-Ends attach to the end of the barrel and add special modifiers. #### Underbarrels Underbarrels attach to the bottom of the barrel and add special abilities to the firearm. ## Building a Firearm To build a firearm, first pick a **firearm class**. This affects its damage, weight, and other traits. Next, pick a **firing mechanism**. This affects the type of ammunition it fires, its magazine size, and base cost. Then choose a **body material**. Multiply its weight by the weight modifier of the chosen **class** \columnbreak and multiply its cost by the cost modifier of the chosen **firing mechanism**. Finally, choose a **stock** and **barrel**, and add their weight and cost to the total. For example, a classic revolver could be a _Pistol_ class firearm with the *Cylinder-Action* firing mechanism. For a body material, we choose cedar. Cedar costs 50gp, weights 3 pounds, and can support a firearm that weights up to 10 pounds. To calculate the base weight and
cost
we multiply
the modifier values by the values of
our
material.
A _pistol_ class firearm has a
weight
modifier
of 1/2, and a
_cylinder-action_
firearm has a
##### Quick Size-Scaling
To scale a firearm to fit that of a differently sized creature, apply these rules. Note that generally, firearms of different sizes are completely unwieldy for creatures of the wrong size, and cannot be wielded effectively, if at all.
Take a finished, legal firearm and simply modify the damage dice, weight, cost, and range of the firearm using the following steps. - Small and Medium creatures use firearms of the same size. - For each size above Medium, multiply the number of damage dice by 1+n, where n = how many size categories above medium the creature is. (Tiny: -2, Medium: 0, Large: 1, etc.) If the creature is Tiny, reduce the step of the damage once or reduce it twice if the firearm has only one damage die. (i.e: 2d6 to 2d4, 1d10 to 1d6) Multiply the range for the firearm by this number as well. - Multiply the cost and weight of the firearm by 2
n+1
. For Tiny creatures, multiply the weight and cost by 1/4. **For example:** A sample flintlock rifle does 2d6 damage, weighs 10 pounds, has a range of (60/120), and costs 108gp. Scaled to a huge-sized creature it would deal 6d6 damage, weigh 80 pounds, have a range of (180/360), and cost 864gp.
\pagebreakNum
cost modifier of 6x. Rounding down the weight, the revolver has a base weight and cost of 1lb., 300gp. Our firearm is still not functional, however, and needs at least one of each **main part**. Let's add a _short barrel_ and _no stock_ to the pistol. The firearm's base weight and cost plus the weight and cost of, in this case, just the barrel, will give us our total. The _short barrel_ weighs 2 pounds and costs 20gp. Adding this to the base values we get a total of 3 lb., 320gp for our revolver. All of this back work is not necessary to everyday gameplay, however, as the parts simply inform the weapon's traits. It is a good idea to keep track of a firearm's parts though, so this revolver could be written something like this: > ##### Revolver > cylinder-action, cedar, no stock, ammunition (30/60 ft.), magazine 6, light > >320gp, 3lb.
### Modifying firearms A firearm can be modified with *Tinkers' Tools,* so long as the user is proficient with them. **Attachments** can be removed or swapped out over a short rest, or over 10 minutes with a successful DC 15 skill check using *Tinkers' Tools.* **Main Parts** such as barrels can be swapped, removed, or added over a workweek minus a number of days equal to your Intelligence modifier, to a minimum of one workday.
# Firearm Tables ## Main Parts
### Firearm Class | Class | Damage | Weight Mod.| Properties| |:------|:--------|:----------:|:----------| | Pistol | 1d10 piercing | 0.5x | One-Handed | Rifle | 2d6 piercing | 1x | Two-Handed | Blunderbuss | 2d8 piercing | 3x | Two-Handed, Range Mod. 0.75, shot/shell ammuntion | Hand-Cannon | 2d12 piercing | 6x | Heavy, must be matchlock, no long range, hand-cannonball ammuntion | Crank Gun | 1d10 piercing | 10x | Heavy, Special, must be cylinder-action, belt ammunition,
### Firing Mechanism | Mechanism| Ammunition | Cost Mod.| Magazine Size| Properties|Reload| |:---------|:----------|:--------:|:------------:|:--------:|:---:| | Matchlock | Musketball/Shot | 1x | 1 |Fires at the end of the round. May change target with disadvantage. Cannot fire underwater or in heavy rain | 1 action | | Flintlock | Musketball/Shot | 1.5x | 1 | Cannot fire underwater | 1 action | | Break-Action | Cartridge/Shell | 2x | barrel amount| Can have multiple *barrel* parts| 1 action or 2 bonus actions | | Bolt-Action | Cartridge/Shell | 3x |5 | *loading*, must be Two-Handed | 1 action loads pieces of ammunition = *Proficiency Bonus* | | Lever-Action | Cartridge/Shell | 4,5,6x| 6,9,12 | Must be Two-Handed | *PB + 1* | | Cylinder-Action | Cartridge/Shell | 6x | 6 |--- | *PB - 1* |
\pagebreakNum
### Body Material | Material | Weight Class | Weight| Cost| |:-----------|:------------:|------:|----:| | Cedar | 1 | 3 lb. | 50gp | | Pine | 2 | 3 lb. | 70gp | | Cherry | 3 | 4 lb. | 85gp | | Mahogany | 4 | 5 lb. | 100gp | | Walnut | 5 | 6 lb. | 125gp | | Oak | 6 | 8 lb. | 140gp | | Hickory | 7 | 6 lb. | 210gp | | Iron | 10 | 9 lb. | 180gp | | Steel | 12 | 8 lb. | 250gp | | Mithral | 13 | 5 lb. | 5000gp | | Adamantine | 20 | 18 lb.| 2000gp | | Mechanus-Forged Copper | Enough | 8 lb.| 1000pp|
### Barrels | Barrel | Range | Weight| Cost | |:------------------------|:-------:|------:|-----:| | Snub Barrel | 15/40 | 1 lb. | 15gp | | Short Barrel | 30/60 | 2 lb. | 20gp | | Normal Barrel | 60/120 | 4 lb. | 40gp | | Long Barrel | 70/200 | 6 lb. | 80gp| | Pole Barrel
1
| 100/240 | 8 lb. | 150gp| ### Stocks | Stock | Effect | Weight| Cost | |:------|:------|------:|-----:| | No Stock | -3 to attack rolls at long range. No disadvantage to attack rolls against creatures within 5ft. | - | - | | Short Stock | +1 to attack rolls within normal range but -2 to attack rolls at long range. | 2 lb. | 10gp | | Standard Stock | --- | 3 lb. | 15gp | | Wide Stock | +1 to attack rolls at long range , but -2 to attack rolls against creatures within 5ft. | 4 lb. | 25gp | | Hydraulic Stock | +1 to attack rolls for every consecutive attack made on the same turn. | 8 lb. | 350gp |
\columnbreak
1
Bayonet attacks made with a firearm with this barrel have reach.
\pagebreakNum ## Attachments
### Modifiers | Attachment | Main Part | Effect | Weight | Cost | |:-----------|:----------|:-------|:------:|-----:| | Rifling | Barrel | Doubles Barrel range. | - | 3x Barrel| | Barrel of Slipperiness| Barrel | This firearm cannot become jammed | - | 820gp | | Straightbolt | Firing Mechanism | Negates *loading* property of 1 shot per turn, requires *bolt-action*. | - | 225gp | | Swing-out Cylinder | Firing Mechanism | Allows use of speedloaders with cylinder-fed firearmrs, requires *cylinder*.| - | 425gp | | Elemental Reciever | Firing Mechanism | Changes damage type to fire, cold, lightning, poison, or acid. | - | 2250gp |
### Optics | Optic | Effect | Weight| Cost | |:------|:------|------:|-----:| | Pip Sight | +10ft. normal range | - | 10gp | | Ring Sight | range +10ft. with an additional +15ft. normal range | - | 25gp | | Glass Sight | range +30ft. | 1 lb. | 120gp | | Tube Sight | range +30ft., +1 to attack rolls at long range. | 2 lb. | 450gp | | Scope | range +100ft., +2 to attack rolls at long range. | 3 lb. | 1000gp | | Ethereal Sight| Allows sight of creatures inside the Ethereal Plane, though checks made to spot them are made at disadvantge.| 8 lb. | 3200gp |
### Barrel-ends | Attachment |Effect | Weight| Cost | |:------------|:-----|------:|-----:| | Barrel Extender | Adds 1/10 of the barrel's range to the firearm's range | 2 lb. | 120gp | | Flash Hider | -10ft. range, prevents visual muzzle-flash | 2 lb. | 300gp | | Suppressor | -20ft. range, silences shot to creatures outside firearm's range. | 6 lb. | 1500gp | | Elemental Enhancer | Adds 1d6 fire, cold, lightning, poison, or acid damage | 3 lb. | 2000gp | | Adjustable Elemental Enhancer | Adds 1d6 fire, cold, lightning, poison, or acid damage, adjustable with a bonus action. | 3 lb. | 6250gp | | Ethereal Entangler | Can send the bullet into the ethereal plane, toggled on and off with a bonus action. Additionally, creatures with the *etherealness* or *incorporeal movement* traits are vulnerable to damage from this firearm (but other resistances still apply). | 6 lb.| 3250gp| ### Underbarrels | Attachment | Effect | Weight | Cost | |:-----------|:------|-------:|-----:| | Gun-Legs | +50ft. long range while in half cover or prone. | 4 lb. | 100gp | | Sling | You may draw or stow this firearm as a free action. | 2 lb. | 20gp | | Bayonet | Firearm may be used to make melee a weapon attack, dealing 1d4 or 1d8 piercing damage. | 1 or 2 lb. | 15gp or 35gp |
\pagebreakNum ## Ammunition
### Ammunition | Name | Type | Cost | Weight | |:-----|:----|-----:|-------:| | Musketball (20) | Ammunition | 2gp | .5 oz. each | | Blunderbuss Shot (20) | Ammunition | 5gp | 1 oz. each | | Pistol Cartridge (12) | Ammunition | 4gp | .5 oz. each | | Rifle Cartridge (12) | Ammunition | 6gp | .5 oz. each | | Shotgun Shell (12) | Ammunition | 8gp | 1 oz. each | | Hand-Cannonball | Ammunition | 5sp | 4 lb.| | Ammunition Belt | Crank Gun | 10gp | 20 lb.| | Stripper-clip | Bolt/lever-action Loader | (2x size)gp | 1 oz. | | Speedloader | Break/cylinder-action Loader | (1x size)gp | 1 oz. |
\columnbreak
### Ammo Variants | Ammo | Replaces | | Effect | Cost | |:----------------------|:--------------------------------|:-: |:---------------------------------------------------------------------------|------------------:| | Inscribed Round | any | | Delivers spell via impact. Replaces damage. | Spell scroll cost | | Aether Rounds | any | | Additional 1d8 force damage in 5 ft. radius. | 100gp each | | Ceramic rounds | Musketball, Hand-Cannonball | | Attack becomes 15ft. cone slashing damage, DC 12 Dex save for half damage. | 2x | | Slug | Shotgun Shell | | Negates blunderbuss range penalty for close range only. | 2x | | Birdshot | Shotgun Shell | | Change base damage to 4d4 piercing. | 3x | | Full Metal Jacket | Pistol, Rifle Cartridge | | +2 to hit against targets wearing heavy armor, negates half cover. | 3x | | Hollow-Point | Pistol, Rifle Cartridge | | 1 additional damage die against targets with no armor. | 3x | | Dragon's Breath | Shotgun shell, Blunderbuss Shot | | Attack becomes 15ft. cone for 2d6 fire damage, DC 14 Dex save for half damage.| 50gp each |
\pagebreakNum ## Items ### Loaders Loaders reduce the time required to reload a firearm. Instead of spending a whole action reloading, you can instead use an item interaction to take the Reload action, taking ammunition from the loader. Loading a loader takes 1 minute. ### Bayonets Bayonets designed for _one-handed_ firearms weigh 1lb., cost 15gp, and deal 1d4 damage. Those designed for _two-handed_ firearms weigh 2lbs., cost 35gp and deal 1d8 damage. If the total weight of the firearm, including the bayonet, would still be considered _light_, then the bayonet attack is considered to have the _finesse_ property. A _one-handed_ bayonet may be attached to a _two-handed_ firearm, but not vice-versa. ### Crank Gun Marvels of technology and engineering, these special firearms send a flurry of lead downrange, shredding countless opponents to bits. These guns generally must be mounted onto specially made mounts due to their immense weight. Crank guns fire at an unprecedented rate, though take the longest to reload out of all firearms. For each attack made with a crank gun, the gun fires 6 times. Attack rolls are made for each shot. Furthermore, While a crank gun is mounted to a *crank gun stand,* it gains the following special properties: \columnbreak - For the purposes of circumventing the gun's _heavy_ property and weight, the wielder is not considered to be carrying the crank gun, so long as the crank gun remains attached to its stand, and the wielder is not carrying the stand. #### Crank Gun Stand _15gp, 30lbs_
A crank gun stand is a special tripod made for supporting crank guns. It stands about three feet tall and has implements and attachment points needed to mount any crank gun to it. Doing so requires five minutes and the use of someone proficient with _Tinker's Tools._ #### Ammunition Belt _10gp, 20lbs_
Ammunition belts are how ammunition is delivered into the mechanism of the crank gun. Each ammo belt weighs 20 pounds, which is counted toward to the total weight of the gun while attached to it. Each belt can hold up to 60 _pistol cartridges_. Once exhausted, the ammunition belt must be loaded over the course of 10 minutes. An ammunition belt cannot be loaded while attached to a crank gun. Removing or attaching an ammo belt to a crank gun requires an action. A crank gun may only have one ammo belt attached to it at a time.
\pagebreakNum
## Sample Firearms | Name | Cost || Damage | Weight || Properties | |:--------------------------|-------:|:-:|:-------------:|-------:|:-:|:-----------------------------------------------------------------------------------------| |_Simple Firearms_ | || | || | | Matchlock Pistol | 70gp || 1d10 piercing | 3 lb. || ammunition (30/60 [-3] ft.), light, matchlock, cedar(1), no stock | | Matchlock Rifle | 105gp || 2d6 piercing | 10 lb. || ammunition (60/120 ft.), two-handed, matchlock, cedar(1) | | Matchlock Blunderbuss | 125gp || 2d8 piercing | 16 lb. || ammunition (45/90 ft.), two-handed, matchlock, pine(2), | | Flintlock Pistol | 95gp || 1d10 piercing | 4 lb. || ammunition (30/60 [-3] ft.), light, flintlock, cedar(1), no stock | | Flintlock Rifle | 130gp || 2d6 piercing | 10 lb. || ammunition (60/120 ft.), two-handed, flintlock, cedar(1) | | Flintlock Spear Rifle | 270gp || 2d6 piercing | 16 lb. || ammunition (100/240 ft.), bayonet(1d8), reach, two-handed, flintlock, cedar(1), pole barrel | | Flintlock Blunderbuss | 160gp || 2d8 piercing | 16 lb. || ammunition (45/90 ft.), two-handed, flintlock, pine(2) | | Flintlock Fire Rifle | 2380gp || 2d6 fire | 10 lb. || ammunition (60/120 ft.), two-handed, flintlock, cedar(1), elemental reciever | | Dwarven Blunderbuss | 465gp || 2d8 piercing | 33 lb. || ammunition (45/90 ft.), heavy, two-handed, STR 13, flintlock, steel(12) | | Handcannon | 155gp || 2d12 piercing | 37 lb. || ammunition (60 ft.), bayonet(1d8), heavy, two-handed, STR 13, matchlock, mahogany(4), | | Repurposed Ship Cannon | 420gp || 2d12 piercing | 60 lb. || ammunition (140 ft.), heavy, two-handed, STR 16, matchlock, iron(10), rifled long barrel, no stock, | |_Martial Firearms_ | || | || | | Revolver | 320gp || 1d10 piercing | 3 lb. || ammuntion (30/60 [-3] ft.), magazine 6, light, cylinder-action, cedar(1), no stock | | Derringer | 130gp || 1d10 piercing | 3 lb. || ammunition (15/40 ft.), magazine 2, light, break-action, cedar(1), no stock, snub barrel | | Double-Barreled Shotgun | 235gp || 2d8 piercing | 20 lb. || ammunition (45 [+1]/90 [-2] ft.), magazine 2, two-handed, break-action, pine(2), short barrel, short stock | | Double-Barreled Sawed-off Shotgun | 180gp || 2d8 piercing | 11 lb. || ammunition (25/45 ft.), magazine 2, two-handed, break-action, pine(2), | | Bolt-Action Rifle | 155gp || 2d6 Piercing | 10 lb. || ammunition (60/120 ft.), magazine 5, loading, two-handed, bolt-action, cedar(1), | | Bolt-Action Sniper | 1475gp || 2d6 Piercing | 16 lb. || ammunition ([-2]/240/500 [+3] ft.), magazine 5, loading, two-handed, bolt-action, pine(2), rifled long barrel, wide stock, scope | | Lever-action Rifle | 255gp || 2d6 piercing | 10 lb. || ammuntion (60/120 ft.), magazine 6, two-handed, lever-action, cedar(1) | | Lever-action Shotgun | 335gp || 2d8 piercing | 16 lb. || ammuntion (45/90 ft.), magazine 6, two-handed, lever-action, pine(2), | | Crank Gun | 1315gp || 1d10 piercing | 67 lb. || ammunition (60/120 ft.), heavy, special, two-handed, STR 18, cylinder-action, hickory(7), |
\pagebreakNum
\pagebreakNum
# Feats ## Called Shots Practice makes perfect, and with extensive practice you've mastered the art of hitting even smaller targets. Before making an attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If the attack hits, you successfully land a shot on a specific part of the creature. If applicable, the following locations can be hit, with corresponding effects. The saving throw DC for these effects are equal to 8 plus your Proficiency Bonus and whichever ability score modifier you used to make the attack roll. - Head: The target must succeed on a Constitution Saving Throw or have disadvantage on attack rolls and saving throws until the end of its next turn. - Torso: You increase your critical range for this attack by 1. - Arms: Choose one of the creature's arms. The target creature must succeed on a Strength Saving Throw or drop whatever is in that arm, knocking the item 10ft. away from you. - Legs: The target creature must succeed on a Dexterity Saving Throw or fall prone. Large and larger creatures make this save with advantage. - Wings: The target creature must succeed on a Strength Saving Throw or plummet 20ft. Undead and constructs are immune to this effect. ## Cannonmaster You are a sight to behold on the battlefield, unleashing volley after volley with unprecedented speed. A strong fighter, you are drawn to the most powerful weapons available to you, packing the hardest punch with each shot. You gain the following benefits: - Increase your Strength by 1, to a maximum of 20. - When using siege equipment such as cannons, ballista, trebuchet, or other similar weapons that require multiple actions to aim and fire, you may aim and fire them using one action. Additionally, you can use your Strength modifier for the attack and damage rolls made with these weapons. - When you roll a 1 on a damage die for an attack made with a ranged weapon that uses your Strength modifier, you may roll an additional damage die. ## Cover Fighter Experienced in the art of a firefight, you know how to avoid enemy fire while returning fire of your with deadly precision. Whether from a low wall, a tree trunk, a small trench, or the window of a building, you know how to keep your head down and keep calm amongst the hail of bullets. You gain the following benefits: - Increase your Dexterity or Constitution by 1, to a maximum of 20. \columnbreak
- Cover increases your Armor Class by an additional 1. - While in half or three-quarters cover, you may add a +1 or +2, respectively, to a ranged weapon attack roll made against a creature, so long as your cover is in between yourself and that creature. ## Frontliner Owing to your brawn, bravery, or otherwise, you prefer to fight up close and personal, charging headlong into battle. You gain the following benefits: - Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attacks. - When you make a ranged weapon attack against a creature and hit, you may use your bonus action to make a melee attack. ## Gunslinger Known for having the fastest hands in the West, East, North, South, or anywhere in between. Your lighting reflexes drop foes in a flurry of gunpowder before they even know what hit them. You gain the following benefits: - You may add your proficiency bonus to your initiative, or again if you already do so. - As part of your weapon attacks, you may draw the weapon if it is stowed. - You have advantage on ability checks to notice concealed weapons on another creature.
\pagebreakNum
- You may use your reaction to make a weapon attack against another creature that has not yet taken its turn in combat. This attack is at disadvantage unless you succeed on a Dexterity (Sleight of Hand) check contested by the target's Dexterity (Acrobatics) check. If the attack is a ranged weapon attack, it cannot exceed the weapon's normal range. ## Jury Rigger Guns can be fickle. They jam, break, and sometimes are plain out to get you. You've seen it all, and know how to whip your firearm back into shape at a moment's notice. You gain the following benefits. - Increase your Strength or Intelligence by 1, to a maximum of 20 - When using a firearm with a misfire die of d4 or lower, treat it as a d6. Additionally, when rolling the misfire die before an attack roll with a jammed firearm, you may use your bonus action to reroll it. - You may swap attachments on your firearm over the course of 1 minute with a successful Tinker's Tools check. You may also modify your firearm's _main parts_ in half the time, to a minimum of a short rest. ## Mud Lover; Ground Hitter You are very accustomed to being shot at and to hitting the deck in an emergency. Unfortunately for you, cover is always a bit too far away. You gain the following benefits: - Increase your Dexterity or Constitution by 1, to a maximum of 20. - When you are targeted by a ranged weapon attack, you may use your reaction to drop prone. - Being prone does not impose disadvantage on your ranged weapon attacks. - While prone, your speed increases by 10 feet. ## Outlaw Nothing beats the smell of gunpowder in the moments after blasting away a foe. You gain the following benefits: - When you reduce a hostile creature to 0 hit points, you may take the Reload action as a Bonus Action until the end of your turn. - When when you score a critical hit with a firearm, you may automatically reload up to 2 rounds, consuming ammo as normal. - As an action, you can make as many attacks as ammunition left in the magazine of a _one-handed_ _cylinder_-action firearm that you are proficient with. These attacks are always at disadvantage and cannot exceed the firearm's normal range. - Lever-Action firearms that are _light_ are considered to be _one-handed_ for you. \columnbreak ## Pistolero You've honed your skill of aiming two weapons at the same time. You gain the following benefits: - When you take the Attack action and attack with a ranged weapon that you're holding in one hand, you can use a bonus action to attack with a different ranged weapon that you're holding in the other hand. You *may* add your ability modifier to the damage of the bonus attack. - You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. - You can take the Reload action to reload two *light, one-handed* firearms in each of your hands at once.
\pagebreakNum