Firearms
Firearms
Pistol
Firearm
Uncommon
Ammunition, Light, Unwieldy, Exploit, LoadingType | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d10 | Piercing | 30/90 |
Cost: 250gp
Weight: 3lb
Rifle
Firearm
Uncommon
Ammunition, Two-Handed, Unwieldy, Exploit, LoadingType | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d12 | Piercing | 60/180 |
Cost: 500gp
Weight: 10lb
Firearm Properties
Firearms are an exotic ranged weapon and require special training represented though having proficiency in Weapon:Firearms using a firearm without proficiency follows the same rules as using any other weapon without proficiency. Ammunition. You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). Exploit. When you land a critical hit with this weapon it roll three times the normal damage dice instead double. Unwieldy. When you critically fail with an attack using this weapon, in addition to fumbling you hit yourself with the attack. Reload (x). 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 (characters choice). One-handed weapons do not require a free hand to reload per the Ammunition property. Spray Fire. A weapon that has the spray fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with multiple shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.Firearm upgrades
Due to the intracity nature of firearms magical improvements are intracity and difficult to achieve usually costing large fortunes. They can still be easily be the target of spells, but permanent enchantments often cause their piece to malfunction. Instead firearms can be upgraded to improve their effectiveness.Build Upgrade
Each firearm can benefit from a single Build Upgrade with is determined by the martial of the firearm.Adamantine Upgrade
Upgrade Type: Build Upgrade
Firearms built out of or reinforced with Adamantine lose the Unwieldy property.
Cost: 3000gp
Firearms built out of or reinforced with Adamantine lose the Unwieldy property.
Cost: 3000gp
Mithril Upgrade
Upgrade Type: Build Upgrade
Firearms built out of or reinforced with Mithril gain the Light property. This over writes the lose of the Light property imposed by the Barrel Extender Upgrade, or Double Barrel Upgrade but not both.
Cost: 500gp
Firearms built out of or reinforced with Mithril gain the Light property. This over writes the lose of the Light property imposed by the Barrel Extender Upgrade, or Double Barrel Upgrade but not both.
Cost: 500gp
Barrel Upgrade
The barrel of the firearm can be upgraded and improved in many ways, but each upgrade is intracity and each upgrade after the first compounds the work involved in making they don't conflict with each other. The cost of the upgrade is determined by how many other barrel upgrades the firearm has currently. A firearm also cannot support more than three barrel upgrades.Repeater Upgrade
Upgrade Type: Barrel Upgrade
The upgrades firearm can now hold multiple pieces of ammunition before having to be reloaded. The Firearm loses the loading property and gains the Reload (6) property.
Cost: 1st barrel upgrade cost 500gp, 2nd 5000gp, 3rd 18000gp.
The upgrades firearm can now hold multiple pieces of ammunition before having to be reloaded. The Firearm loses the loading property and gains the Reload (6) property.
Cost: 1st barrel upgrade cost 500gp, 2nd 5000gp, 3rd 18000gp.
Flare Muzzle Upgrade
Upgrade Type: Barrel Upgrade
The larger more flared barrel allows for multiple shots to be fired from the weapon. The weapon gains the Spray Fire property. The firearm also requires a Strength Score of at least 13 to fire. If a character makes an attack with the weapon and does not have the required strength score they are knock prone after making the attack.
Cost: 1st barrel upgrade cost 500gp, 2nd 5000gp, 3rd 18000gp.
The larger more flared barrel allows for multiple shots to be fired from the weapon. The weapon gains the Spray Fire property. The firearm also requires a Strength Score of at least 13 to fire. If a character makes an attack with the weapon and does not have the required strength score they are knock prone after making the attack.
Cost: 1st barrel upgrade cost 500gp, 2nd 5000gp, 3rd 18000gp.
Double Barrel Upgrade
Upgrade Type: Barrel Upgrade
Two barrels affixed to the rifle allows for two attacks to be made at once. When you use the attack action to fire the upgraded weapon you may make two attacks instead of one. Both attacks must be against the same target. The weapon gains the Heavy property and loses the Light property if it has it.
Cost: 1st barrel upgrade cost 500gp, 2nd 5000gp, 3rd 18000gp.
Two barrels affixed to the rifle allows for two attacks to be made at once. When you use the attack action to fire the upgraded weapon you may make two attacks instead of one. Both attacks must be against the same target. The weapon gains the Heavy property and loses the Light property if it has it.
Cost: 1st barrel upgrade cost 500gp, 2nd 5000gp, 3rd 18000gp.
Arcane Reservoir Upgrade
Upgrade Type: Barrel Upgrade
The arcane reservoir allows the weapon to store the arcane powers of a spell. When this upgrade is added choose a 1st level spell that has a casting time of an action or bonus action, and does not have a material requirement or a casting range of touch/self. The firearm has 7 charges. While holding it, you can use an action to expend 1 charge to cast the chosen spell from it at 1st level.
The firearm regains 1d6 + 1 expended charges daily at dawn.
Cost: 1st barrel upgrade cost 500gp, 2nd 5000gp, 3rd 18000gp.
The arcane reservoir allows the weapon to store the arcane powers of a spell. When this upgrade is added choose a 1st level spell that has a casting time of an action or bonus action, and does not have a material requirement or a casting range of touch/self. The firearm has 7 charges. While holding it, you can use an action to expend 1 charge to cast the chosen spell from it at 1st level.
The firearm regains 1d6 + 1 expended charges daily at dawn.
Cost: 1st barrel upgrade cost 500gp, 2nd 5000gp, 3rd 18000gp.
Other Upgrades
Arcane Channeling Upgrade
Upgrade Type: Other
Embedding a spell focus, adding holy filigree, or entwining a druidic focus allows the weapon to channel magic. The weapon can be used in place of an Arcane Spell Focus, a Druidic Focus, or a Holy Symbol.
Cost: 50gp
Embedding a spell focus, adding holy filigree, or entwining a druidic focus allows the weapon to channel magic. The weapon can be used in place of an Arcane Spell Focus, a Druidic Focus, or a Holy Symbol.
Cost: 50gp
Barrel Extender Upgrade
Upgrade Type: Other
Extending the barrel length of the firearm increases its effective range. The weapons effective range is increased to half of its maximum range, but the weapon loses the Light Property if it had the property.
Cost: 100gp
Extending the barrel length of the firearm increases its effective range. The weapons effective range is increased to half of its maximum range, but the weapon loses the Light Property if it had the property.
Cost: 100gp
Fortified Weapon Upgrade
Upgrade Type: Other
You can have a striking point affixed to the firearm making it useable as a melee weapon. Treat melee attacks with the weapon as simple melee attacks. The weapon deals 1d8 of either bludgeoning, piercing, slashing damage.
Cost: 100gp
You can have a striking point affixed to the firearm making it useable as a melee weapon. Treat melee attacks with the weapon as simple melee attacks. The weapon deals 1d8 of either bludgeoning, piercing, slashing damage.
Cost: 100gp
Iron Sights Upgrade
Upgrade Type: Other
Adding guiding sights to the weapon improves your accuracy with the weapon. When you make an attack with the firearm you may add your Wisdom modifier to your attack roll.
Cost: 250gp
Adding guiding sights to the weapon improves your accuracy with the weapon. When you make an attack with the firearm you may add your Wisdom modifier to your attack roll.
Cost: 250gp
Ammunition
Firearm Ammunition
Name | Effect | Cost |
---|---|---|
Bullets (10) | None | 3gp |
Silver Bullets (10) | These silver bullets overcome some damage immunities and resistances. | 100gp |
Phoenix Bullets (10) | The damage of rolls made with this magic bullet deals Fire damage. Once it hits a target, the ammunition is no longer magical. | 100gp |
White Dragon Bullets (10) | The damage of rolls made with this magic bullet deals Cold damage. Once it hits a target, the ammunition is no longer magical. | 100gp |
Ooze Bullets (10) | The damage of rolls made with this magic bullet deals Acid damage. Once it hits a target, the ammunition is no longer magical. | 100gp |
Tempest Bullets (10) | The damage of rolls made with this magic bullet deals Lightning damage. Once it hits a target, the ammunition is no longer magical. | 100gp |
+1 bullets (10) | You have a +1 bonus to attack and damage rolls made with this magic bullet. Once it hits a target, the ammunition is no longer magical. | 500gp |
+2 bullets (10) | You have a +2 bonus to attack and damage rolls made with this magic bullet. Once it hits a target, the ammunition is no longer magical. | 5000gp |
+3 bullets (10) | You have a +3 bonus to attack and damage rolls made with this magic bullet. Once it hits a target, the ammunition is no longer magical. | 50000gp |
Compatible Features
Item type
Weapon, Ranged
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