The Tinker's Guild Firearm Catalog

by Snoopdigglet

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Properties

Burst Fire

A weapon with the burst fire property can unleash a barrage of shots in a cubic area equal to its burst fire score within its standard range.

Each creature within the affected area must pass a Dexterity saving throw with a DC of 8 + your Dexterity modifier + your proficiency bonus in order to take half damage.

The weapon must be fully loaded in order to use this property. Burst firing the weapon uses all the ammunition in the weapon.

Reload

A limited number of attacks can be made with a weapon that has the reload property before it must be reloaded.

A character with a free hand must then reload it using an action or a bonus action.

Mounted Weapon

A weapon that has the Mounted Weapon property is not normally portable without a pack animal capable of lifting its weight pulling it, if it is being pulled in this manner, it can only shoot in a cone behind the animal unless it is dismounted (one action).

if it is being pulled by hand it can move up to 5 times your strength modified in feet per round or 10 times if you also use you action to push it.

Thunderous

A weapon that has the thunderous property will deal a number of d4 equal to its Thunderous score in thunder damage to anybody within a 10ft cone in front of the barrel when the gun is fired

Involved Loading

A weapon that has the Involved loading property takes a number of actions equal to is Involved loading score to reload, the actions can be done by different people. Everybody taking the loading action must have a free hand.

Artillery

A weapon that has the Artillery property operates past its normal firing range. When shot passed its normal firing range, it incurs no disadvantage for doing so. If it fires withing its normal range it has disadvantage.

Explosive

A weapon that has the explosive property damages a radius sphere area equal to its Explosive score.

Each creature in the area must succeed on a Dexterity saving throw with a DC of 8 + your dexterity modifier + your proficiency bonus to take half damage on a success or full damage on a failure. Failed weapon attacks grant advantage on this save.

Scoped

A weapon that has the scoped property allows you to shoot at its maximum range without imposing disadvantage on the attack for doing so.

Ignited.

A weapon that has the ignited property must be set on fire as a free or bonus action before being used . (Eg, with flint and steel or a blasting cap)

Feats

Boom-stick

Prerequisite: Proficiency with firearms

You have a knack for adding more powder to you firearms to make them a bit stronger, granting you the following benefits:

  • When you reload a firearm you may “overload” it with extra gunpowder, doing so allows you to add up to 6 additional levels of the Thunderous property

  • When you add powder in this manner, roll a d20, if the number rolled is equal to or less then the added amount of Thunderous stacks the weapon misfires and fails to shoot, you instead take all the damage from the thunderous property.

  • All firearm now have one added level of thunderous by default.

Sniper

Prerequisite: Proficiency with firearms

Your training with firearms has given you quite the advantage while shooting from range, granting you the following benefits:

  • You can use your bonus action while prone to gain advantage on one of your attack roll using firearms.

  • You ignore half and quarter cover when using firearms if you are prone while firing the weapon.

  • You don’t gain disadvantage for firing while prone and gain no penalty for firing outside of your normal range while prone.

Elemental Imbuement

Prerequisite: Proficiency with any ranged weapon

Your tinkering with powder and alchemical mixtures has let you develop a method of fabricating new imbued ammunition, granting you the following benefits:

  • Choose an elemental damage type when you gain this feat, whenever you use a ranged weapon that uses ammunition you can change the weapons normal damage to the chosen elemental damage type.

  • Ranged weapon attacks made by you are considered magical for the purpose of overcoming resistance .

Weaponry
Item Cost Damage Weight Ammunition Properties
Pistol
(Flintlock)
250gp 1d10 piercing 3 lb. Bullet Ammunition (range 30/90), reload (1)
Musket
(Flintlock)
400gp 1d12 piercing 10 lb. Bullet Ammunition (range 40/120), reload (1), two-handed
Blunderbuss (Flintlock) 500gp 2d4 piercing 12 lb. Shot Ammunition (range 15/30), reload (1), burst fire (15), two-handed, thunderous (1)
Volley Pistol (Breechloader) 500gp 2d6 piercing 5 lb. Shot Ammunition (range 15/25),reload (1), burst fire (10), special: burst fire only
Coach Gun (Breechloader) 750gp 2d8 piercing 10lb. Cartridge Ammunition (range 15/30), reload (2), burst fire (10),two-handed, thunderous (2)
Rifle
(Breechloader)
750gp 3d6 piercing 12lb. Cartridge Ammunition (range 120/400) , loading, two-handed
Lever Action Rifle (Breechloader) 1000gp 2d8 piercing 10lb. Cartridge Ammunition (range 100/200) , reload (8), two-handed
Revolver (Breechloader) 1250gp 1d10 piercing 6lb Cartridge Ammunition (range 60/120) , reload (6)
Hand Mortar 1000gp - 25lb. Bomb Ammunition(range 20/240) , loading, two-handed, heavy, artillery, thunderous (2)
Field Mortar 8000gp 6d8 bludgeoning 450lb. Cannonball Ignited, Ammunition (range 100/800) , Involved loading (10), two-handed, mounted weapon , artillery
Field Cannon 10,000gp 6d8 bludgeoning 500lb. Cannonball Ignited, Ammunition(range 120/480) ,Involved loading (10), two-handed, mounted weapon, thunderous (3)
Mill Gun 10,000gp 2d10 piercing 300 lb. Cartridge Ammunition (range 60/120), reload (8), two-handed, mounted weapon, burst fire (20)
Rocket Cart 150g 2d6 fire 20 lb. Rocket Ignited, Ammunition (range 50/200), reload (12), two-handed, burst fire (50), mounted weapon, artillery, Involved loading (5), special: burst fire only

Ammunition (Gunpowder and Percussion Caps included)
Ammunition Cost Weight
Bullets (20) 5gp 2 lb.
Shot (20) 5gp 2 lb.
Hexagonal Bullet (10) 20gp 1 lb.
Cartridge (5) 5gp 1 lb.
Cannonball 10gp 20 lb.

Explosives
Item Cost Damage Weight Properties
Bomb 50gp 3d6 thunder 4 lb. Ignited (range 30/45), Explosive (10)
Gunpowder, keg 250gp 7d6 thunder 22 lb. Ignited (range 5/10), Explosive (20)
Gunpowder, powder horn 35gp 2d6 thunder 5 lb. Ignited (range 15/25), Explosive (5)
Rocket 20gp 2d6 fire 2 lb. Ignited (range 50/200), Explosive (10), Artillery

Weaponry Augmentations
Augmentations Cost Used on Weight Added Properties
Telescopic Sights 500gp Any firearm +2 lb. Scoped, Add (range 20/20)
Hexagonal Rifling 500gp Rifle, Lever Action Rifle - Uses Hexagonal Bullets as ammunituion, Add (range 40/40)
Over/Under barrel Price of the base Pistol, Musket, Rifle +8 lb. Reloading (2)
Bayonet 50gp Any two handed firearm +3 lb. Add 1d6 piercing melee attack that uses firearm proficiency
Skeleton Framing Price of the base Any one handed firearm - 1/2 the weight of the firearm and adds the light property
Stubbing 100gp Pistol, Revolver -2 lb. Reduce damage to 1d8, advantage on checks to conceal and adds the light property
Saw-off 50gp Coach Gun -4 lb. Reduce range to (10/20), removes the two-handed property and changes thunderous from (2) to (3)
Mare's Leg Conversion 500gp Lever Action Rifle -3 lb. Removes two-handed property, changes reload from (8) to (3)
Portable Mount 5000gp Mill Gun -150 lb. Removes the mounted weapon property and adds the heavy property. reduces movement speed by 10ft when equipped.
Mechanical Timer 15gp Bomb and Gunpowder Keg +1 lb. Adds Timer as a method of detonation after a preset amout of time (>1 minute, +/- 12 seconds)
Flint & Steel Pin 2sp Bomb and Gunpowder Keg - Adds a pin which when pulled out quickly will set off the explosive
Fuse Wick 1gp per foot Bomb and Gunpowder Keg - Adds a water-proof wick which when set alight will set off the explosive after a preset amout of time (10 second per foot)
Grape-shot 40gp Cannonball +5 lb Reduce damage to 3d8, adds the burst fire (20) Property
Chain-shot 20gp Cannonball +5 lb Reduce damage to 3d8, guaranteed critical hits against vehicles/mounts
Flare 5gp Rocket - Reduce damage to 1d6, area is lit up as if under the "Light" spell for 5d10 rounds