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Firearms Name Cost Damage Weight Properties Sidearms Flintlock 150 gp 1d6 piercing 2 lb. Ammunition (range 30/90), light, loading Dragonne 200 gp 1d8 piercing 4 lb. Ammunition (range 15/45), burst fire, loading Pepperbox 400 gp 1d6 piercing 4 lb. Ammunition (range 40/120), reload (4 shots) Revolver 1000 gp 1d8 piercing 2 lb. Ammunition (range 40/120), light, reload (6 shots) Magnum 1200 gp 1d10 piercing 3 lb. Ammunition (range 40/120), heavy, reload (6 shots) Longarms Musket 250 gp 1d10 piercing 10 lb. Ammunition (range 60/180), loading, two-handed Blunderbuss 400 gp 1d12 piercing 7 lb. Ammunition (range 20/60), burst fire, loading, two-handed Carbine 600 gp 1d12 piercing 13 lb. Ammunition (range 60/180), two-handed, reload (4 shots) Bolt Gun 1200 gp 2d6 piercing 10 lb. Ammunition (range 90/270), heavy, two-handed, reload (6 shots) Scattergun 1200 gp 2d6 piercing 7 lb. Ammunition (range 30/90), burst fire, two-handed, reload (4 shots) Ammunition Bullets (10) 1 gp 2 lb. Firearms Proficiency Properties

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Page 1: Fi r e a r m s - img.fireden.net · Pepperbox 400 gp 1d6 piercing 4 lb. Ammunition (range 40/120), reload (4 shots) Revolver 1000 gp1d8 piercing 2 lb. Ammunition (range 40/120), light,

Firearms

Name Cost Damage Weight Properties

Sidearms

Flintlock 150 gp 1d6 piercing 2 lb. Ammunition (range 30/90), light, loading

Dragonne 200 gp 1d8 piercing 4 lb. Ammunition (range 15/45), burst fire, loading

Pepperbox 400 gp 1d6 piercing 4 lb. Ammunition (range 40/120), reload (4 shots)

Revolver 1000 gp 1d8 piercing 2 lb. Ammunition (range 40/120), light, reload (6 shots)

Magnum 1200 gp 1d10 piercing 3 lb. Ammunition (range 40/120), heavy, reload (6 shots)

Longarms

Musket 250 gp 1d10 piercing 10 lb. Ammunition (range 60/180), loading, two-handed

Blunderbuss 400 gp 1d12 piercing 7 lb. Ammunition (range 20/60), burst fire, loading, two-handed

Carbine 600 gp 1d12 piercing 13 lb. Ammunition (range 60/180), two-handed, reload (4 shots)

Bolt Gun 1200 gp 2d6 piercing 10 lb. Ammunition (range 90/270), heavy, two-handed, reload (6 shots)

Scattergun 1200 gp 2d6 piercing 7 lb. Ammunition (range 30/90), burst fire, two-handed, reload (4 shots)

Ammunition

Bullets (10) 1 gp — 2 lb. —

FirearmsIf you want to model the swashbuckling style of the Romantic

era, you can introduce gunpowder weapons to your campaign

that are associated with the Renaissance period and forward.

ProficiencyIt's up to you to decide whether a character has proficiency

with a firearm. People in most fantasy worlds wouldn't have

such proficiency, but player characters are always the

exception. Firearms are martial weapons, and characters

may select only the flintlock or musket as part of their

starting equipment. If firearms are an extreme rarity,

consider allowing your players to craft a firearm over the

course of a week for its cost in gold pieces.

PropertiesFirearms use special ammunition, and some of them have

the burst fire or reload property.

Ammunition. The ammunition of a firearm is destroyed

upon use. Firearms use bullets.

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 shot. Each creature in

the area must succeed on a Dexterity saving throw or take

the weapon's normal damage. The DC for this saving throw is

8 + your proficency bonus + your Dexterity modifier. This

attack uses five pieces of ammunition.

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 a bonus action (the character's

choice).