Firearms utilize cartridges that contain
Aether. The cartridge is discharged, and the energy within it is guided through an enchanted metal barrel designed to stabilize the energy projectile. Enchantments placed upon the barrel, and the type of cartridge used, can further enhance and manipulate the energy for various effects. The power of the energy within the cartridges pushes the limits of the weapons designs, often overheating or structurally degrading weapons when they are used too frequently. There is currently a worldwide race between artificers to invent the first stable, reliable, and effective firearm design. It seems that each firearm made has to sacrifice one trait for another, either overcharging too quickly, lacking reliability, requiring a long reload process, or becoming too expensive for mass production.
New Weapon Properties
A new set of weapon properties that are unique to firearms, described as follows.
- Reload: A limited number of shots can be made with a weapon that has the reload property. Once firing the weapon that number of times, the wielder must spend a bonus action to reload the weapon, allowing the weapon to be fired that number of times again.
- Slow Reload: A limited number of shots can be made with a weapon that has the slow reload property. Once firing the weapon that number of times, the wielder must spend an action to reload the weapon, allowing the weapon to be fired that number of times again.
- Heatsink: Some types of ammunition put strain on a firearm, causing it to gain Heat. A weapon loses all Heat it has after it hasn't fired a shot for 10 minutes. If a weapon gains Heat and exceeds its Heatsink value, the weapon has a 50% chance to suffer a complex malfunction, damaging the weapon beyond use, and causing the attack to fail. A complex malfunction requires 1 minute of work to remedy.
- Unreliable: Any attack roll made with the weapon where the natural d20 roll is equal to or below the Unreliable value causes the attack to fail, and the weapon to gain a simple malfunction. The ammunition used as part of the attack is expended. A simple malfuntion can be remedied with the Utilize action.
Generic Firearms: The standard set of firearms, which launch an accurate energy projectile. This set of firearms is balanced for good reliability, single shot, and reasonable overcharge values. Firearms tend to be unique region by region, and are often made by custom order. As such, consult the DM if you are interested in modifying the properties of your firearm. Typically, more damage or overcharge means less reliability, and vice versa.
Light Pistol |
80 Gold |
2d4 (cartridge) |
3 lb. |
Ammunition (range 20/60), unreliable 2, reload 1, heatsink 3, light. |
Heavy Pistol |
50 Gold |
2d4 (cartridge) |
5 lb. |
Ammunition (range 30/90), unreliable 2, reload 1, heatsink 4. |
Carbine |
100 Gold |
2d6 (cartridge) |
8 lb. |
Ammunition (range 40/120), unreliable 1, reload 1, heatsink 5, two-handed. |
Rifle |
100 Gold |
2d6 (cartridge) |
12 lb. |
Ammunition (range 60/180), unreliable 1, reload 1, heatsink 5, two-handed, heavy. |
Longrifle |
150 Gold |
2d8 (cartridge) |
20 lb. |
Ammunition (range 120/360), unreliable 2, slow reload 1, heatsink 2, two-handed, heavy. |
Exotic Firearms: Firearms with unique functions, who properties are strange. These firearms tend to trade reliability and dependability in favor or experimental properties.
Revolving Block Pistol |
120 gp |
2d4 (cartridge) |
6 lb. |
Ammunition (range 20/60), unreliable 3, reload 4, heatsink 3, light. When making a short range attack using this weapon, you may choose to make two attacks instead, with both attacks suffering disadvantage. |
Scattershot |
150 gp |
1d4 d4s (cartridge) |
10 lb. |
Ammunition (range 10/30), unreliable 2, reload 1, heatsink 2. On a hit, roll 1d4 to determine how many d4s of weapon damage the weapon deals. |
Aethercoil Rifle |
200 gp |
1d6 (cartridges) |
15 lb. |
Ammunition (range 60/180), unreliable 2, slow reload 3, heatsink 4, two-handed, heavy. When firing the Aethercoil, you expend all loaded cartridges at once to empower the attack. Each cartridge expended causes the attack to deal +1d6 damage of the cartridges type. Each time the Aethercoil fires, it gains +1 Heat. |
Ammunitions: Cartridges have their own enchantments, and unique properties. Some add additional damage and accuracy, putting more stress of the weapon. Furthermore, cartridges determine the damage type of the shot. Fire is the standard, and easies to produce damage type, and is thus the cheapest. Cartridges are far more expensive than any other ranged weapon's ammo.
Cartridge (fire) |
1 Gold for (5) |
Damage type becomes fire. |
Cartridge (acid) |
1 Gold for (1) |
Damage type becomes acid. Heat +1. On a hit, the targets AC takes a -2 penalty (non-cumulative) until the start of your next turn. |
Cartridge (cold) |
1 Gold for (1) |
Damage type becomes cold. Heat -1. If this reduces Heat below 0, the weapon suffers a minor malfunction after the attack. |
Cartridge (force) |
1 Gold for (1) |
Damage type becomes force. Heat +1. On a hit, the target is pushed back 5 ft. |
Cartridge: (lightning) |
1 Gold for (1) |
Damage type becomes lightning. Heat +1. On a hit, lightning arcs from the target to a random creature within 5 ft. of it, dealing 1d6 lightning damage to it. |
Cartridge (thunder) |
1 Gold for (1) |
Damage type becomes thunder. Heat +1. On a hit, the target is deafened until the start of your next turn. Spellcasters making concentration checks due to damage from this do so at disadvantage. |