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Firearms, and Explosives: Properties

Firearms can be constructed by skilled tinkerers, though magic is not required. They are expensive and require training to use proficiently. There are several types of firearms like pistols, blunderbusses, and muskets, as well as ammunition and explosives like bombs and gunpowder. Proficiency with firearms takes weeks of specialized training. Misfires can occur when attacking with a firearm.

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Andrew Ettles
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0% found this document useful (0 votes)
102 views2 pages

Firearms, and Explosives: Properties

Firearms can be constructed by skilled tinkerers, though magic is not required. They are expensive and require training to use proficiently. There are several types of firearms like pistols, blunderbusses, and muskets, as well as ammunition and explosives like bombs and gunpowder. Proficiency with firearms takes weeks of specialized training. Misfires can occur when attacking with a firearm.

Uploaded by

Andrew Ettles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Firearms, and Explosives

W
hile an Artificer can imbue a firearm with Properties
extra power, speed, or abilities, their magic is
not needed to construct a gun. Any tinkerer Ammunition
with the parts and know-how can build a rifle, The ammunition of a firearm is destroyed upon use.
although it may be a bit more fragile under the Renaissance and modern firearms use bullets. Futuristic
tools of a novice. Despite the efforts for firearms are powered by a special type of ammunition called
efficiency, however, guns remain expensive energy cells. An energy cell contains enough power for all the
and utilised only by those especially trained. The average shots its firearm can make.
town guard or bandit won't be wielding a musket! Your first
port of call for finding a firearm will be a gunsmith. Reload
Gunsmiths dedicate their life and craft to creating firearms. A limited number of shots can be made with a weapon that
Many gunsmiths are artificers but a consideral portion are has the reload property. A character must then reload it using
simply skilled workers. Most regular blacksmiths won't be an action (unless otherwise specified)
able to create a gun for you; they may have a few second hand
weapons lying around alongside some ammunition. Misfiring
When attacking with a firearm there is a small chance for it
Proficiency to jam or misfire. If you roll a 1 when attacking with a
With firearms being so rare, most people in the world don't firearm, then your weapon is jammed! In the event that your
have Proficiency with them. During downtime, characters gun is jammed, it takes a full action to unjam it. There is no
can use train to acquire proficiency, assuming that they have roll associated with this, you simply have to spend the time
enough ammunition to keep the weapons working while doing so.
mastering their use. Gaining proficiency with your firearm
takes weeks of training or practice, and different types
require different training. Pistols are handled differently from Firearm feats
rifles, for example. Each common weapon's type is listed Smooth Operator
above, and gaining proficiency in that weapon will give you Prerequisite: Proficiency with any firearm Your
proficiency in all weapons of the same type. Firearms are comprehensive knowledge of your firearm's operation allows
typically considered martial weapons. you to prevent misfires and jams. When you roll a 1, your
weapon will not misfire.

Firearms and Explosives


Item Cost Damage Weight Properties
Firearms
Pistol 150 gp 1d8 piercing 3 lb. Ammunition (range 50/1 50), reload ( 1 shots)
Blunderbuss 380 gp 4d6 piercing 15 lb. Ammunition (range 20/60), reload ( 1 shots)
Musket 260 gp 1d12 piercing 10 lb. Ammunition (range 50/1 50), reload ( 1 shots)
Explosives
Bomb 25 gp 3d6 fire 1 lb. Thrown (Range 60)
Powder Horn 35 gp 3d6 fire 2 lb. _
Powder Keg 250 gp 7d6 fire 20 lb. _
Ammunition
Bullet (10) 2 gp _ 2 lb. _
One-Handed Reload
Bullets feel so familiar to you that you no longer need to look
to reload. You can reload your weapon as a bonus action Firearms:
Firearms are a recent invention and no magical
versions of firearms have currently appeared in the
Weapon Descriptions Realms, but given the tendency of artificers to play
Pistol The smallest and most compact firearm, the pistol is around with the latest toys, it is only a matter of
also one of the rarest firearms, as most people not only prefer time before they appear on the scene. They will be
firearms with longer range, but the pistol itself requires very rare, more likely found in the king's armory
than in a dragon's lair or the tomb of an ancient
greater craftsmanship to craft. lich.
Despite its short range, a pistol is still a formidable
weapon, and is often used as a self-defense weapon. Due to
this, pistol grips often have metal butts that allow them to be
used as effective clubs.
Blunderbuss The shortest of the long guns, a blunderbuss
only has a barrel around one foot long, sometimes less, which
often ends in a flared muzzle. Most blunderbusses have a full
stock, but some are made with only a pistol grip.
Musket A marskman's gun, a musket has long barrel three
to four feet long and a heavy wooden stock, allowing for
greater accuracy than all other firearms.
Bullets Bullets are lead spheres used for single target
attacks. When loaded with a bullet, a firearm functions as
written.
Explosives
Bomb As an action, a character can light this bomb and
throw it at a point up to 60 feet away. Each creature within 5
feet of that point must succeed on a DC 12 Dexterity saving
throw or take 3d6 fire damage.
Gunpowder Gunpowder is chiefly used to propel a bullet
out of the barrel of a pistol or rifle, or it is formed into a
bomb. Gunpowder is sold in small wooden kegs and in
waterresistant powder horns.
Setting fire to a container full of gunpowder can cause it to
explode, dealing fire damage to creatures within 10 feet of it
(3d6 for a powder horn, 7d6 for a keg). A successful DC 15
Dexterity saving throw halves the damage. Setting fire to an
ounce of gunpowder causes it to flare for 1 round, shedding
bright light in a 30-foot radius and dim light for an additional
30 feet.

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