The chart below contains the well known, or revealed, forms of firearms present within Jourat. New experiments, alterations, or secret forms of firearms do exists - or can be invented - and the list will be expanded at that time.
All guns currently have the following Properties, so they aren't listed: Loud
||Light, Misfire 3, Reload 1, Inconspicuous, Volatile
||Light, Misfire 1, Reload 1(Quick), Inconspicuous
||Two-handed, Misfire 1, Reload 1
|Bactri-Tochar Light Musket
||Two-handed, Misfire 3, Reload 1(Quick), Volatile
||1d10 + Ammo + Propellant
||Two-handed, Misfire 2, Reload 1(Slow)(10rounds), Blast(Cone)
: A small pistol, seemingly made of tobacco tins , wooden handles, and simple piping, this gun is the first of its size and kind. Small, quicker to reload compared to the larger rifle/blunderbuss, and almost as dangerous the Derringer could revolutionize personal weaponry, if it weren't so prone to failure, breaking, and possible explosion.
: A completed derringer one-shot pistol and the goal of gunsmiths. Its currently not been made but its the obvious goal of the Experimental precursor
: A shoulder mounted, configurable to underslung, Arquebus and the original black-powder weapon present in Jourat. Its somewhat heavy but reliable, and requires some packing on reload
Bactri-Tochar Light Musket
: A shoulder-braced and modified version of the original Pei-tsu model. The Bactri-tochar variant is far lighter, and uses a simpler fed chamber with its own powder hatch along with the traditional firing mechanism, as well as a cheaper metal barrel. The result is easier to load and fire, but also far more prone to misfire and even harm to wielders
: Not the only remake by the industrious Ravenashen nation, the blunderbuss is one of the most popular. Made of heavy steel cornucopia barrel, a large brass chamber for loading the firing method, and a short, heavy ironwood shoulder-brace, the Blunderbuss uses a Thunderstone concussion or Alchemist's fire and black-powder based propulsion system for a heavily packed wad of lead or stone. Its slow to reload and only fires one shot, but often openly needs one.
Loud: When firing a gun the noise can be heard up to 300ft away with some precision. Attempting to hide within 100ft of where you fired a gun recently causes Disadvantage on the Hide check
Veil-piercing: Magic or abilities that would completely block Ranged attacks from other sources only provide Disadvantage on attacks from a gun. Additionally within 10ft of a target, the gun ignores non-innate magical sources of Resistance provided by spells such as Bladeward.
Light: As described in the Player's Handbook
Misfire: A mechanical firearm has a small chance of misfiring on a roll equal to or less than the recorded number. This damages the weapon in such a way that it requires an Attack, Action, or Bonus action to repair so long as an individual has the proper Smithing tools. Assuming they do not they may attempt to make a Dexterity Check (DC 10 + Misfire number) to repair the weapon without the proper tools. A failure breaks the weapon. A repair or new weapon must be purchased. The Gunslinger's Rapid Repair instead allows the repair to be done immediately, although a failed Check will still produce the same result.
Reload: Similar to the Loading property, the Reload number details how many shots can be fired before the weapon must be reloaded. In parenthesis is how quickly the weapon is designed to be reloaded. Any ability that speeds up the reload speed moves it down one level. If it would take it below quick, reloading is done as with a bow.
: The reload can be preformed with an Attack, Action, or Bonus Action
: The reload can only be preformed as an Action and slows the reloader by 5ft that turn
: The same as the Loading property
Inconspicuous: The wielder has Advantage on Sleight of Hand or Hide checks to stow one weapon of this type on their person without it being detected.
Volatile: A particularly violent Misfire may result in damage to the wielder in addition to the weapon. When the wielder of a volatile weapon has Disadvantage on an Attack, and Misfires with the lower of the Two die *and* misses with the higher of the two die the weapon's misfire explodes with flame and metal. All those within 5ft of the weapon must make a Reflex save DC 15, which the wielder has Disadvantage on, or suffers 2x the damage roll from the chart (unmodified by wielder abilities or stats). This doesn't prevent the gun from being repaired.
Blast: After a regular attack roll is made against an AC 5 for an area, the wieldier fires an area attack of the shape listed in the Parenthesis, with a range listed in the Range Increments section. Those within the area attack may make a Dexterity save (8 + Proficiency Modifier + Dex Modifier) for half damage. The amount of rounds after the blast is how many shots a blast uses to produce its effect.
Ammo and Propellants
From lead balls and rods to black powder and thunderstones, guns have some variability in what they fire and how they do so, and how some of those choices impact the gun's Misfire score itself. Below are the currently available ammunition and propellants.
||Range Increment Modifier
|Lead Ball (10)
|Blunted Lead rod (10)
||Bludgeoning and Piercing
|Steel Flachette (10)
||Piercing and Slashing (+1d6, Blunderbus)
||- (-40ft) *
||Piercing, +1 Attack vs Heavy Armor
||Piercing (+1d4, Blunderbus)
* - The blunderbuss does not suffer these penalties, as it is made to fire more materials more freely.
** - The blunderbuss can load 10 of any ammunition but has a +2 misfire chance unless designated by *
||Range Increment Modifier+
||50 shots/5lb Powder Horn/Powder Tin
||Flammable, Fracturable(Horn), Explosive(Tin)
||+1 Thunder Damage (+1d8 Thunder, Blunderbus)
||10 shots/5lb bag of Propellant sized stones
||+1 Misfire, Maximum 3
||50 shots/1lb wood box
||Explosive, Quick loading
|Alchemist's Blast Gel
||+3 Fire damage (+2d6 Fire, Blunderbus)
||10 shots/5lb tin of gel
||+3 Fire + 3 Necrotic damage
||50 shots/1lb bag of powder
||Explosive, Static sensitive
||+2 Fire + 1 Radiant
||-1 Misfire, Minimum 1
||50 shots/5lb Powder Horn
+ - Range Increment modifiers do not apply to the Blunderbuss except for Perdition Dandruff
* - The Ravenashen weapons do not suffer these penalties, as it is made to fire more materials more freely.
Horn containers are more Fragile than Metal tins, but don't risk explosion.
Flammable: This material burns quickly when exposed to fire or powerful electrical current. This material take damage and then catch fire from these damage types, taking 6 fire damage every turn thereafter unless an action is used to suppress it. For every 2 points of fire or electricity damage taken a lb of material is lost.
Fracturable: The container holding this material take double damage from Thunder and Bludgeoning damage if the user fails a save against them and it would be affected. If the container ever breaks it leaks 1/10th its contents every round.
Explosive: This container, when subjected to intense heat or electricity, has a chance of exploding. If you fail a saving throw against these damage types you must make a reflex save or suffer 1point of slashing and then 1 point of Fire and 1 point of Thunder damage for every 1lb of material contained within.
Quick Loading: Using this material increases the reload speed of your weapon, but increases its misfire chance by 1
Static Sensitive: This material reenacts to even low amounts of electricity as if it were intense fire. The material takes double damage from Electricity, ignites with a strange purple-blue flame, and passes the charge onto all surrounding material. If the material is explosive it explodes. Otherwise it burns/dissolves as if flammable.
Reloading Rules for other weapons
Crossbows have two forms of reloading - Pull and Crank. Pull loading requires incredible Strength, but if capable, allows the user to reload one step faster than normal - making it a Quick reload (The reload can be preformed with an Attack, Action, or Bonus Action). The Crank method of reloading is the standard method and improved gear systems may exist, but can also allow for **Overcranking** the attack at the cost of a bonus action while reloading. This gives the crossbow a Misfire score of 5 but if the attack hits it deals double damage. If a Crossbow Misfires it acts as a Gun and requires the same Check listed above. The Strength score required to perform pull loading is listed below: