Firearms can be crafted using Tinker's Tools
, though some individual components (such as the barrel, stock, springs, ect.) would require Smith's Tools
or Carpenter's Tools
to create from scratch. Most gunsmiths simply buy these components to suit their needs. When crafting a firearm, choose an existing firearm template (such as found in the Firearms
article) to start with and elaborate on. Alternatively, you may consult with the DM to create a fully customized firearm template. Afterwards, you may spend the Crafting Points granted as shown on the Firearm Crafting Table to customize the weapon. Crafting can only occur when you have access to the resources and tools requires for the task, and the DM may require specific conditions to be met when attempting to craft the weapon (especially at higher rarities).
When crafting a firearm, the base component cost is half of its market price. The Additional Component Cost listed for the weapon's rarity on the Firearm Crafting Table is then added to this. For example, crafting an Uncommon rarity Scatter Shot costs 325 gp. The Scatter Shot's market price is 150 gp, which is 75 gp once halved. The Additional Component Cost for an Uncommon rarity weapon is 250 gp, making the final combined component cost 325 gp. If you are crafting an Exotic Firearm, this costs 1 Crafting Point by default. After meeting the component cost of the weapon, you must then spend the appropriate amount of Crafting Time listed for the chosen rarity of the weapon. If you are making a customized weapon, your chosen rarity grants you a number of Crafting Points which may be spent on Modifications and Enhancements. A customized firearm may have any amount of Modifications and Enhancements, so long as you have the Crafting Points to do so.
You may further customize a weapon by upgrading it's rarity in order to gain the additional CP granted by that rarity, and spend them. When doing so, the Additional Component Cost and Crafting Time to do so are determined by finding the difference between the rarity of the weapon, and the rarity you are upgrading to. For example, upgrading an Uncommon weapon to a Rare weapon would cost 500 gp in Component Costs, and have a crafting time of 1 Week / 5 Long Rests / 40 hours, granting 2 CP to spend on upgrades.
Firearm Crafting Table
||Additional Component Cost
||Crafting Points (CP)
||2 Long Rest / 16 Hours
||1 Week / 5 Long Rests / 40 Hours
||2 Weeks / 10 Long Rests / 80 Hours
||1 Month / 25 Long Rests / 200 Hours
||3 Months / 75 Long Rests / 600 Hours
Modifying the weapon allows the crafter to manipulate its properties, though this may come at a cost of Crafting Points, and may require accepting a penalty for the weapon. When taking multiple modifications that influence the same weapon properties, you may apply the effects of the modifications in any order you choose.
- Reliable (0 CP): Remove 1 die of weapon damage, and reduce the unreliable property by 4.
- Surge Limiter (0 CP): Remove 1 die of weapon damage, and double the overcharge value of the weapon.
- Power Splitter (0 CP): Remove 1 die of weapon damage, and increase an existing reload value by 3, or existing slow reload value by 1.
- Centrifugal Accelerator (0 CP): Remove 1 die of weapon damage, and double the range values.
- Feedback Surge (0 CP): Increase the unreliable value by 2 and increase the weapon damage die by 1 size.
- Surge Breaker (0 CP): Increase the unreliable value by 4 and add 1 die of weapon damage.
- Cartridge Belt (0 CP): Increase the unreliable value by 1, and increase the reload value by 1. This modification can be taken multiple times.
- Extended Barrel (0 CP): Increase the unreliable value by 2, and double the range values.
- Projectile Accelerator (0 CP): Halve the overcharge value (rounding down) and double the range values.
- Aether Spooling Capacitors (0 CP): Halve the overcharge value (rounding down) and increase the weapon damage die by 1 size.
- Fine Tuning (1 CP per): Reduce the weapon's Unreliable value by 1 point, to a minimum of 1. This modification can be taken multiple times.
- Overcharge Capacitors (1 CP per): Increase the weapon's Overcharge capacity by 1 point, to a maximum of twice its original value. This modification can be taken multiple times.
- Extended Magazine (1 CP per): Increase the weapon's existing reload value by 1 point. This modification can be taken multiple times.
- Extended Clip (2 CP per): Increase the weapon's existing slow reload value by 1 point. This modification can be taken multiple times.
You may choose any number of enhancements to apply to the weapon. Doing so costs Crafting Points, and may require additional skill or tool proficiencies specific to the enhancement. If you have an idea for an enhancement not currently available on the list, or wish to borrow a feature of an existing magic item, you may consult with the DM, who will determine the enhancements CP cost, and any skill or tool proficiencies it may require.
- +1 Magic Bonus (2 CP): Requires proficiency with the Arcana skill. Creatures making attacks with this weapon gain a +1 bonus to their attack and damage roll.
- +2 Magic Bonus (5 CP): Requires proficiency with the Arcana skill. Creatures making attacks with this weapon gain a +2 bonus to their attack and damage roll.
- +3 Magic Bonus (10 CP): Requires proficiency with the Arcana skill. Creatures making attacks with this weapon gain a +3 bonus to their attack and damage roll.
- Summoning (2 CP): Requires proficiency with the Arcana skill. This enhancement causes the item to require attunement. An attuned creature may spend a bonus action to summon the weapon to their hand, or dismiss it to a pocket dimensions in which it is stored.
- Mechanized Holster (1 CP): Requires proficiency with Tinker's Tools. You create a holster for the weapon that can rapidly deploy or retract the weapon into your hands. Allowing you to wield or holster the weapon at will, costing no action. This allows you to wield the weapon even if you are surprised (so long as you are not incapacitated when you are surprised).
- Vicious Weapon (3 CP): Critical hits with this weapon deal additional damage of the weapons type equal to your proficiency bonus.
- Spellbrand (Variable CP): Requires proficiency with the Arcana skill. This enhancement causes the item to require attunement. You brand a spell upon the weapon. This must be a spell you know, or a spell from a spellscroll available to you (the spellscroll is expended in the process of branding the weapon). The spell attack and spell save DC of the branded spell are equal to your own (or that of the spellscroll used). When charged, an attuned creature wielding the weapon may expend the weapon's charge to cast the branded spell. The weapon may be recharged by expending a spell slot equal to (or greater than) the branded spell while touching the weapon, or by using an equivalent source of magical power (such as a charged Aethershard). The CP cost of this enhancement is equal to the branded spell's level. You may take this enhancement multiple times, either granting additional charges for a branded spell, or to add new spellbrands.