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Firearms

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below).   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.   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 (even if Misfire is not a listed property).

Ammunition

All firearms require ammunition to make an attack, and depending on where you might be, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price. There are cheaper variants to some of these, however there could be some quality control issues leading to more common misfires.

Option 1 from Matt Mercer but Cheaper
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 100gp 2gp (20) 1d8 piercing 1 lb. (40/160) Light, reload 1, misfire 1
Pistol 75gp 4gp (20) 1d10 piercing 3 lb. (60/240) Reload 4, misfire 1
Musket 150gp 5gp (20) 1d12 piercing 10 lb. (120/480) Two-handed, reload 1, misfire 1
Pepperbox 125gp 4gp (20) 1d10 piercing 5 lb. (80/320) Reload 6, misfire 2
Blunderbuss 150gp 5gp (5) 2d8 piercing 10 lb. (15/60) Reload 1, misfire 2
Bad News 500gp 10gp (5) 2d12 piercing 25 lb. (200/800) Two-handed, reload 1, misfire 3

Option 2 DMG Expanded (Cheaper Firearms Would Have Varied Misfire)
Name Cost Ammo and Type Damage Weight Range Properties
Flintlock 75gp 2gp (20) (Pistol) 1d10 piercing 3 lb. (30/90) Ammunition, Loading
Musket 150gp 4gp (20) (Musket) 1d12 piercing 10 lb. (40/120) Ammunition, Two-handed, Loading
Pepperbox 125gp 2gp (20) (Pistol) 1d10 piercing 5 lb. (30/90) Ammunition, Reload 6
Blunderbuss 150gp 5gp (5) (Shot) 4d4 piercing 10 lb. (15/45) Ammunition, Two-handed, Loading