Gunsmith in Midgard | World Anvil

Gunsmith

Firearms

Using Firearms

Fireams are not your traditional weapons used by adventurers, they are unique and special and require special training in orer to use. Artificers have proficiency in Simple and Martial Firearms. Firearms are listed in the table below. Any property or upgrade that requires a saving throw is calculated as; DC equal to 8 + your Proficiency Bonus + your weapon's Ability Modifier. Additionally firearms have unique properties which are:
  • Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
  • Fuel. This firearm does not require ammunition. However this weapon breaks when you roll its misfire score.
  • Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
  • Might. Ranged weapons with this property use your Strength modifier for attack and damage rolls. You must have a Strength Score of 18 to use this weapon. This weapon counts as having the Heavy and Two Handed Property.
  • Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Special Properties

  • Arc Rifle. When you hit a creature with an attack from this weapon you use a reaction to have a current of lightning arc to a creature within 10 ft. of the target. That creature makes a Dexterity saving throw or suffers 1d6 lightning damage. You may arc the current to another creature within 10 ft. of a creature that failed the save. You may arc the current up to a max of 3 creatures. If this weapon breaks you immediately take 3d6 lightning damage and all creatures within 5 ft. must make a Dexterity saving throw or suffer 1d6 lightning damage.
  • Chaingun. Before you make an attack with the chaingun, it must spin up. This takes a bonus action. Once the chaingun is spinning, it remains spinning until the end of your turn.
  • Railgun. Due to its massive size, the railgun has disadvantage on all attacks if you have moved since the start of your turn and if you are not prone. You can only make one attack with this weapon per round. If you are prone when using this weapon, you may treat it as if it didnt have the Might property.
  • Scorcher. When this weapon breaks you immediately take 3d6 fire damage and all creatures within 5 ft. must make a Dexterity saving throw or suffer 1d6 fire damage.

Simple Firearms

Simple Firearms are weapons that are generally sold by gunsmiths and have a very generic and conform design.

Weapon Descriptions

  • Palm Pistol. This small single shot pistol is easily concealed and perfect to hide on your persons.
  • Pistol. Larger than the palm pistol, this firearm equips itself with 4 barrels, each loaded and ready to fire.
  • Musket. Designed for longer range and to shoot larger balls, the musket is perfect when you want to keep your distance.
  • Pepperbox. This pistol adorns itself with 6 rotating barrels.
  • Blunderbuss. Appearing as a shorter but wider musket with a flared muzzle, this firearm shoots large caliber balls or anything you can stuff in it; like a pocket watch.
  • Shotgun. This double barrel gun is designed to shoot shells loaded with black powder and small balls for a wider spread.
  • Revolving Carbine. This firearm is a rifle designed with a revolving cylinder to increase the amount of time between reloads.
  • Revolver. This pistol is equipped with a revolving cylinder and a single barrel, like the carbine, to further increase the amount of time between reloads.

Martial Firearms

Martial firearms are weapons that are very complex and have unique and memorable designs. Only master gunsmiths take on the task of creating such weapons.

Weapon Descriptions

 
  • Arc Rifle. The amalgamation of science and tinkering uses coils to generate and arc lightning out of the end of the firearm.
  • Bad News. Bad News is a breech-loading wheel lock precision sniper musket with optics.
  • Broadsider. The main body consists of a small old-fashioned naval cannon strapped to a makeshift rig with metal rivets and thick ropes. This rig allows it to be carried around with both hands easily and includes a hinge allowing the cannon to be angled vertically for easy reloading. It fires light cannonballs.
  • Chaingun. The chaingun is a six-barreled belt-fed automatic weapon. The rotating multiple barrels allow the weapon to fire extended bursts without overheating.
  • Schorcher. This firearm mixes oil and other flammable materials in a small tank that attaches to the firearm to either shoot bolts of scorching fire or a gout of flame that spreads out over a wide area.
  • Grenade Launcher. Designed with a revolving cylinder, this firearm can launch explosives at a distance multiple times without having to reload.
  • Hand Mortar. This firearm launches an explosive projectile in an arc where it explodes upon impact.
  • Rail Gun. Designed using rare materials such has the highly magnetic meteorite ore, this firearm magnetizes its ammunition and launches it at incredible speeds.
 

Firearm Actions

In order to gain access to the Weapon Actions from a weapon, a creature must have Proficiency in that weapon type and have it equipped in the main hand or both hands (off-hand weapons do not grant Weapon Actions). If a weapon action you use requires your target to make a saving throw to resist the techniques's effects, the saving throw DC equals 8 + your Proficiency Bonus + your Weapon's Ability Modifier. You may only use this feature up to your Profiecency Bonus per short rest or long rest. You cant use multiple Weapon Actions on the same attack.

Firearm Upgrades

Upgrading Firearms

Upgading firearms follows a branching path system, with available options split into multiple tiers. At first, a firearm can only be upgraded with a limited selection of 1st tier tags depending on its type, each of which “unlocks” one or more options from the next tier. The following additional rules apply when upgrading a weapon with a new tag:
  • All prerequisite conditions must be satisfied to apply a new tag, as shown in the Firearm Upgrades table.
  • 2nd tier upgrades can only be applied by a trained craftsman, with 3rd tier upgrades requiring the skills of a master artisan.
  • Typically, it takes an artisan a full day of work (minimum 8 hours) to upgrade a firearm with a new tag.
  • Once added a tag can’t be removed from a firearm.

Firearm Upgrade Cost Structure

Upgrading a firearm has a base cost associated with each tier, with subsequent upgrades of that tier costing twice the previous amount for that tier. For example, Erik decides to pay a visit to a local gunsmith in order to have an upgrade for the tier 1 base cost of 100 gp. Later, he returns to have another tier 1 upgrade this time costing 200 gp, with the next 1st tier upgrade costing 400 gp, and so on.
Upgrades are grouped by tier for the purposes of this cost scaling: continuing with the above example, if Erik then wishes to have a 2nd tier upgrade it would cost 1,000 gp (the 2nd tier base cost) provided that the firearm doesn’t already possess any other 2nd tier tags.

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