fi r e a r m s - img.fireden.net · pepperbox 400 gp 1d6 piercing 4 lb. ammunition (range 40/120),...
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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. —
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).