Firearms Definitions
Simple Firearms
| Name | Cost | Damage | Mastery | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Derringer | 100 gp | 2d6 piercing | Vex | 1 lb | (15/60) | Reload 1, Misfire 1, Light, Ammunition |
| Harper | 150 gp | 2d8 piercing | Vex | 3 lbs | (30/120) | Reload 1, Light, Ammunition |
| Brown Bess | 300 gp | 2d12 piercing | Slow | 11 lbs | (80/320) | Reload 1, Heavy, Two-Handed, Ammunition |
| Hunter | 200 gp | 2d10 | Slow | 8 lbs | (60/240) | Reload 1, Two-Handed, Ammunition |
| Blunderbuss | 150 gp | 5d4 | Topple | 4 lbs | (15/60) | Reload 1, Two-Handed, Ammunition |
| Bayonet | 2 gp | 1d6 | Sap | 1 lb | (20/60) | Thrown, Versatile (1d8) |
| Lead ball (20) | 3 gp | - | - | 1 lb | - | (used as Ammunition for simple Firearms) |
See Firearms for complete descriptions.
Unique Firearms
| Name | Cost | Damage | Mastery | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Doubleharper | 250 | 2d8 piercing | Vex | 3 lbs | (30/120) | Reload 2, Light, Ammunition |
| Doubledecker | 350 | 5d4 piercing | Topple | 4 lbs | (15/60) | Misfire 2, Reload 2, Heavy, Two-Handed, Ammunition |
| Handbomb | 500 | 4d8 piercing | Sap | 1 lb | - | Grenade (60ft – 10ft radius) |
| Dynamite | 200 | 3d6 bludgeon | Sap | 1 lb | - | Grenade (60ft – 5ft radius), Special |
| Powder Barrel | 500 | 10d8 bludgeon | Sap | 100 lbs | - | Special |
Scattershot (Doubledecker). When you make a ranged attack on your turn as part of the attack action, if you are wielding a Doubledecker with two rounds of ammunition remaining, you may instead choose to fire a scattershot. When you do, roll 2d20. If either d20 rolls equal to or below the misfire score, the gun suffers a misfire, and nothing happens. If it doesn't misfire, each creature in a 15-foot cone must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take 5d4 piercing damage. This consumes both rounds of ammunition from the Doubledecker.
Artillery Firearms
The following firearms could be used as siege weapons or on naval vessels in your campaigns.
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Gatler | 5000 gp | 5d12 piercing | 200 lbs | Artillery 2, Siege Weapon, Range (30/150), Special* |
| Gatler Clip | 100 gp | - | 2 lbs | - |
| Long Nine | 1000 gp | 3d10 bludgeoning | 1 ton | Artillery 2, Siege Weapon, Ammunition Range (600/2,400) |
| Broadsider | 3000 gp | 8d10 bludgeoning | 3 tons | Artillery 3, Siege Weapon, Ammunition Range (200/800) |
| 9-pound ball | 9 gp | - | 9 lbs | - |
| 28-pound ball | 28 gp | - | 28 lbs | - |
| Grapeshot | 50 gp | - | 25 lbs | Special |
Gatler Volley. As an action, you can use a loaded Gatler to fire a volley. Each creature in a 60 ft. cone must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take 2d12 piercing damage, or half as much on a successful save. Prone creatures in the area that succeed their Dexterity save take no damage.
Uses Gatler Clips as ammunition.
Grapeshot (Broadsider). When a cannon loaded with grapeshot is fired, each creature in a 30 ft. cone originating from the cannon must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take 3d10 piercing damage, or half as much on a successful save. Prone creatures in the area that succeed their Dexterity save take no damage.
See Firearms for complete descriptions.
Tags
References
- 5e - Supplemental - Firearms.pdf