5E - Firearms of the Realms

by Darkenneko

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Firearms of the Realm

0.6

Firearms of The Realms

























"Firearms" by Todd Lockwood, © Wizards of the Coast 2001

Firearm Cost Damage Weight Special
   Blunderbuss 50 gp 1d8 ballistics 5 lb. Matchlock (range 60/240), loading, two-handed
   Arquebus 75 gp 1d8 ballistics 7 lb. Matchlock (range 80/320), loading, heavy, two-handed
   Caliver 150 gp 1d10 ballistics 9 lb. Matchlock (range 100/400), loading, heavy, two-handed
   Pistol 250 gp 1d10 ballistics 3 lb. Matchlock (range 50/150), loading
   Musket 500 gp 1d12 ballistics 15 lb. Matchlock (range 150/600), loading, kick (10), heavy, two-handed
   Handgunne 750 gp 3d6 ballistics 15 lb. Matchlock (range 80/320), kick (14), heavy, two-handed, loading

Firearms

Firearms are strong ranged weapons that provide more effective range but at great costs. When attacking with a firearm you make your attack roll as normal, but you do not apply your modifier to your damage roll. The bulkiness of heavy armor also imposes disadvantage while using firearms.

Ballistics is a subset of damage based on piercing. Having resistance against piercing gives you resistance to ballistics, but having resistance to ballistics does not give you resistance to piercing.

Weapon Descriptions

Blunderbuss. The shortest of the long guns, a blunderbuss only has a barrel around one foot long, sometimes less, which often ends in a flared muzzle. Most blunderbusses have a full stock, but some are made with only a pistol grip.

Arquebus. A scaled down version of the much larger musket, the arquebus is the long gun most adventurers are likely to encounter, as it strikes a good balance between size and power. An arquebus usually has a full stock, but many only have a cut-down stock.

Caliver. Essentially half-way between a musket and an arquebus, a caliver has a higher bore and heavier barrel than the arquebus, but is otherwise identical in design.

Pistol. The smallest and most compact firearm, the pistol is also one of the rarest firearms, as most people not only prefer firearms with longer range, but the pistol itself requires greater craftsmanship to craft.

Musket. A marskman's gun, a musket has long barrel three to four feet long and a heavy wooden stock, allowing for greater accuracy than all other firearms.

Handgunne. The most basic firearm, a handgunne is a miniature cannon fitted on the end of a long pole. This pole functions as the weapon's "fork" for the purpose of kick, and is integrated into the weapon.

New Weapon Properties

Matchlock. A matchlock firearm functions as a weapon with the Ammunition property, except that you can only fire it once before you must forego one attack or use a bonus action to reload it. Reloading a matchlock requires two hands.

As most firearms ignite their powder with a slow burning cord match, a matchlock also has a 25% chance (1-5 on your attack roll) of not firing in heavy rain, and a 10% chance (1-2 on your attack roll) of not firing in light rain. A matchlock that does not fire wastes the gunpowder used for that shot, but does not waste any ammunition. All ammunition of a matchlock is destroyed upon use.

Any blacksmith could conceivably build or repair a matchlock if given the designs or a specimen to copy.

Spread. Each creature in a cone the size of the weapons’ range must make a Dexterity saving throw with a DC 8 + your proficiency bonus + your Dexterity modifier or take the weapon's normal damage. On a successful save, the creature takes no damage.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 8 + your proficiency bonus + your Dexterity modifier or take the weapon's normal damage. On a successful save, the creature takes no damage. If the creature is outside the effective range, they make their saving throw with advantage. This action uses ten pieces of ammunition.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action, one attack (if they have the Extra Attack feature) or a bonus action (the character's choice). Firearms require a free hand to reload. Two-handed firearms can be held in one hand while they are being reloaded.

Kick. This weapon is designed to be fired only when hooked onto a special fork (5 gp, 2 lb,) –or over a hard, stationary surface, such as a low wall. Hooking the weapon requires an action or a bonus action (the character’s choice). If the character moves after hooking the weapon, or drops the weapon, the weapon is no longer considered to be hooked. While a weapon with this property is not hooked, attack rolls with it are made at disadvantage unless the character's Strength score is equal to or higher than the number in brackets.


Sidebar: Flintlock & Starwheels

Any matchlock that uses bullets as ammunition can be constructed as a flintlock or starwheel, using either flint or a wheellock mechanism instead of a matchlock one. Both flintlock & starwheel firearm costs 50 gp more than a matchlock one and does not suffer any penalty when used in the rain.

Only an expert clockmaker, a cleric of Gond, or an artificer can build or repair flintlock & wheellock firearm.

Equipment

Armor and Holsters

Firearms are not easily handled while encumbered by heavy armor imposing disadvantage on all attack roles while using heavy armor.

You can wear a maximum of two gunbelts and one shoulder harness at a time. These allow you to freely interact and ready different firearms in combat without having to use your turn looking through your equipment.

Gunpowder

Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.

Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures with in 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. A packet contains enough for 10 shots, a powder horn contains enough powder for 50 shots for a firearm, while a keg holds enough powder for 500 shots.

Ammunition

Bullets. Bullets are lead spheres used for single target attacks. When loaded with a bullet, a firearm functions as written.

Lead Shot. Lead shot consists of many tiny lead balls that are packed into the barrel of the firearm together. The price given is for 1 "load" of shot.

Lead shot can be loaded into any firearm that normally fires bullets. Loading a firearm with lead shot halves its Effective and Max Ranges, but imparts the Spread property on the attack.

Handgunne Balls. Handgunnes shoot heavy lead balls that are simply smaller versions of cannon balls. The price give is for 1 ball.

Equipment

Holsters Cost Holsters Weight Properties
   Gunbelt 25 gp 1 2 lb. You can wear up to two gunbelts.
   Double-Holster Gunbelt 35 gp 2 1 lb. You can wear up to two gunbelts.
   Rifle Shoulder Scabbard 20 gp 1 1 lb. You can wear one shoulder harness.
   Double Shoulder Scabbard 40 gp 2 1 lb. You can wear one shoulder harness.
   Shoulder Holster 20 gp 1 1 lb. You can wear one shoulder harness.
   Double Shoulder Holster 30 gp 2 1 lb. You can wear one shoulder harness.
Tools Cost Damage Weight Special
   Gunpowder, packet 10gp 1d6 fire 1/2 lb. (range 20/60)
   Gunpowder, powder horn 35 gp 3d6 fire 2 lb. (range 20/60)
   Gunpowder, keg 250 gp 7d6 fire 20 lb. (range 20/60)
Ammunition Cost Weight
   Bullets (10) 3 gp 2 lbs.
   Lead Shot 5 sp 1 lb.
   Handgunne Ball 3 gp 1 lb.

Explosives

Explosives Cost Weight Damage
   Shou Rocket 150 gp 1 lb. 3d6 fire
   Grenade 150 gp 1 lb. 3d6 piercing
   Foeshredder 250 gp 1 lb. 3d6 piercing
   Smokebomb 250 gp 1 lb.

Shou Rocket. Explosive rockets used as portable (if somewhat inaccurate) siege or support weapons in the Shou Empire of Kara-Tur; Shou rockets are fired off of a reusable wooden sled (4 lbs, 5 sp) that aims the weapon.

As an action, a character can light the rocket and aim it a point up to 60 feet away. The rocket flies towards the chosen point and each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Grenade. A grenade is a ball-sized iron spheres packed with gunpowder and fitted with a slow-burning wick. As an action, a creature can light a grenade and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much damage on a successful one.

Foeshredder. A foeshredder is a specialized grenade with an attached handle, allowing it to be thrown twice as far. A foeshredder functions identically to a grenade except that it can be thrown up to 120 feet away.

Smokebomb. A smokebomb consists of a wooden tube filled with alchemical compounds and smokepowder. As an action, a creature can light a smokebomb and throw it at a point up to 60 feet away. One round after a smokebomb lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.


Sidebar: Fuses and Grenade Bundles

An explosive can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the explosive. After the set number of rounds goes by, the explosive explodes on that initiative.

A character can bind additional grenades to the head of a foeshredder to effectively create a heavy explosive charge. Each grenade attached to the foeshredder increases the damage by 1d6 (to a maximum of 10d6), and the burst radius by 5 feet (to a maximum of 20 feet).

Siege Equipment

Besides Cannons (DMG, ch. 8) employed by the wizards of Thay and the pirates of the Pirate Isles, the world of Faerûn is also home to organ guns, AKA ribalds.

Ribald


  • Large object
  • Armor Class: 19
  • Hit Points: 75
  • Damage Immunities: poison, psychic

Ribalds fire a volley of lead shot from a series of linked barrels arrayed in an arc. Rather than being used to destroy fortifications, ribalds are used as anti-personnel weapons, riddling enemy armies with holes.

Before it can be fired, the ribald must be loaded. It takes one action to load half of the weapon's barrels, and one action to fire it.

Ribald Volley. The ribald fires a volley of shots in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) piercing damage on a failed save if all of the weapon's barrels are loaded, or 22 (4d10) piercing damage if only half the weapon's barrels are loaded. A creature takes half as much damage on a successful save.

Cannon


  • Large object
  • Armor Class: 19
  • Hit Points: 75
  • Damage Immunities: poison, psychic

A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers. A cannon is usually supported in a wooden frame be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft. , one target. Hit: 44 (8d10) bludgeoning damage.

Ballista


  • Large object
  • Armor Class: 15
  • Hit Points: 50
  • Damage Immunities: poison, psychic

A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.















































































Ribaldequin, Leonardo daVinci, Public Domain

Additional Rules

These following rules are meant to aid a Dungeon Master intent on running a game featuring firearms, and are supplemental to the main document.

Firearm Proficiency

Normally no class (other than an artificer) is proficient with firearms. However, if you wish firearms to be common enough that characters in your game can be proficient with them from the start, then they can be divided as follows:

Simple Weapons: Blunderbuss, arquebus, and caliver.

Martial Weapons: Pistol, musket, and handgunne.

Firearm Rarity

If you wish to keep firearms as rare and mysterious as magic items, you can use the following chart to determine the cost and availability of firearms and related items.

Rarity Item
Common Blunderbuss, Arquebus, Ammunition
Uncommon Pistol, Caliver, Musket, Explosives
Rare Handgunne

As magic items are meant to be acquired sparingly, gunpowder should be available in large enough quantities that it can keep your party supplied for a while.

Even if you wish firearms to be rare, actual ammunition should be easily obtainable, as making it is not difficult.

Random Firearms

If you ever need to randomly generate a firearm or selection of firearms, such as when creating a treasure hoard or filling out a shop's inventory, you can use the following table.

Table: Random Firearm Table
d20 Firearm % Chance
1 Starwheel Pistol 5 %
2 Starwheel Arquebus 5 %
3-4 Matchlock Handgunne 10 %
5-6 Matchlock Musket 10 %
7-8 Matchlock Pistol 10 %
9-11 Matchlock Caliver 15 %
12-15 Matchlock Blunderbuss 20 %
16-20 Matchlock Arquebus 25 %

This table attempts to conform to the rarity and distribution of firearms in the Realms, with the common arquebus and blunderbuss being the most likely rolls, and the starwheel pistols and arquebuses used by spelljammer crews being the least likely rolls.


Missing with Explosives

If you want an element of risk to the use of explosives, treat them as improvised Ranged Weapons with a range of 30/90 ft. and which require an attack roll to throw accurately.

If the target is a square with a creature in it, use the creature's AC. If the target is a square with an object in it, such as a table, use the "Object Armor Class" rules on page 246 of the DMG. If the target is an empty square, treat it as having an AC of 10.

If a character misses the attack roll, the explosive rolls, bounces, or otherwise ends up in a different square than the target's.

First, roll a d8. The result determines the direction in which the explosive misses.

d8 Direction
1 North
2 North-East
3 East
4 South-East
d8 Direction
5 South
6 South-West
7 West
8 North-West

Once the direction is determined, roll 1d4 (or 2d4 if the target was within long range). The result is the number of squares in the determined direction by which the explosive misses its mark.

Weapon Modifications

Here are some ways to modify your equipment using some of the included firearms.

Built in brace

Weapon (any melee), common


This firearm has a brace that has been built into the weapon.

The Built in Brace allows the owner to use a free action to open a quick release brace in the weapon and store it just as quickly.

Combination Weapon

Weapon (any melee), common


This melee weapon has a wheellock mechanism carefully built into it, and is created in such a way that it's perfectly balanced to be used as both a melee weapon and as a pistol.

This combination weapon can be used either as normal, or it can be used as a starwheel pistol, without the need to switch weapons. The pistol mechanism must still be reloaded.

Combination Weapons that can be used as starwheel arquebus also exist, but these are always built out of melee weapons with long hafts, such as halberds or pikes.

Magic Items

Here's some new magical firearms and item you can use to populate your treasure hordes and merchant inventories.

Assassin Firearm

Weapon (any firearm that deals ballistics damage), rare


This firearm is made of blued steel and ebony wood, and handling it seems to produce no sound, not even when it brushes against other objects.

You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, attacks made with this magical firearm produce no visible flash or audible noise.

Dragon Pistol

Weapon (pistol), rare (requires attunement)


This matchlock pistol has a flared muzzle decorated to look like a dragon's gaping maw, and the rest of the barrel is covered in small scales.

When you load this magic weapon with lead shot, its normal and long ranges are not halved.

Whenever you make an attack with this magic weapon, all creatures within 5 ft. of where it strikes must make a DC 12 Dexterity saving throw or take 3d6 fire damage.

Spellsniper Musket

Weapon (starwheel musket), rare (requires attunement by a spellcaster)


This wheellock musket is made of a stark white, smooth material, similar to ivory, and etched with intricate, arcane patterns.

As an action, you can use this weapon to perform a spellstrike. A spellstrike is similar to a ranged weapon attack, except that you cast a single offensive cantrip as part of the attack. This cantrip must be one that has a casting time of 1 action, deals damage to one or more targets, and has a range greater than 10 feet.

If the attack hits, the target takes both the damage of the musket and the damage of the cantrip, even if the cantrip would normally require a saving throw to harm a target.

If the cantrip normally harms multiple targets, then the spellstrike only harms the target of the musket attack.

A spellsniper musket counts as an arcane focus, and you can provide somatic components for spellcasting even while holding it with two hands.

Magic Ammunition

Baldrick Bullet

Weapon, uncommon (cursed)


You have a +1 bonus to attack and damage rolls made with this magic bullet.


Curse. When someone makes an attack with this magic bullet, the bullet flies in an arc and attempts to harm them instead. Compare the attack roll to the user's own AC rather than that of their target. If the attack exceeds their AC, they are hit by the attack instead of the target. If it does not, the bullet still attempts to hit them, but they narrowly avoid being harmed by it.

This magic bullet appears to be a normal +1 bullet when examined. This bullet is not rendered non-magical after use, only a Remove Curse spell can render it non-magical.

Illumination Bullet

Weapon, uncommon


This magic bullet causes the target to glow like a torch for 10 rounds (1 minute).

If fired into the air, it slowly falls back down to the ground whilst emitting light like a torch. It descents at a rate of 60 ft. per turn, down from the firearm's maximum range, and stops glowing after 10 rounds (1 minute).

Once fired, the bullet is rendered non-magical.

Explosive Bullet

Weapon, rare


This magic bullet explodes in a great ball of fire on impact. Each creature in a 20-foot-radius sphere around the point where it strikes must make a DC 15 Dexterity save. A target takes 6d6 fire damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried.

Once detonated, the bullet is destroyed.

Poisonous Bullet

Weapon, rare


A creature struck by this magic bullet must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute.

After dealing its poison damage, the bullet is rendered non-magical.

Named Bullet

Weapon, very rare


A named bullet is a magic bullet meant to slay a particular person and only that person. A named bullet functions as an arrow of slaying with a very focused target (a single, specific creature). Additionally, a named bullet has advantage on attack rolls made against its intended target.

After dealing additional damage to its intended target, the bullet is rendered non-magical.

Wondrous Items

Efficient Bandolier

Wondrous Item, uncommon

Each of this bandolier’s eight pouches connects to an extradimensional space that allows the bandolier to hold numerous items while never weighing more than 2 pounds. Each compartment can hold up to 60 bullets, 60 loads of shot, 6 powder horns of gunpowder, two one-handed firearms, or one two-handed firearm each.

You can draw any item the bandolier contains as if doing so from a regular pouch.

Lens of Distance

Wondrous Item, uncommon


This simple glass lens allows the user to see better at longer ranges. On its own it functions as a spyglass, but when it is attached to a firearm it doubles the effective and max ranges of the firearm. Attaching the lens is an action, while detaching it can be done as a bonus action.

The lens has an illusory dot in the center, with an illusory number next to it. The number shows the distance, in feet, between the lens and whatever the dot is overlayed over.

Spyglass of Seeing

Wondrous Item, rare (requires attunement)


This small tube filled with many alchemical lenses functions as a Lens of Distance, even when used by a character not attuned to it.

If a character attunes to, then that character can also use it as a Gem of Seeing.

Amulet of Bullet Protection

Wondrous Item, rare (requires attunement)


This magic amulet has 7 charges. While wearing it, you can expend 1 or more charge to cast one of the following spells: blur (2 charges), mirror image (2 charges), shield (1 charge), or protection from normal missiles (3 charges).

The amulet regains 1d6+1 expended charges daily at dawn.

New Spell

Protection from Ballistics

3rd-level abjuration
(Artificer, Ranger, Sorcerer, Warlock, and Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Conc. Up to 1 hour

Touch a willing creature. They have resistance to non-magical ballistics damage from ranged weapons.

Changelog

  • 0.1 - 0.4 - Creation, adjustments, finalizing details.

  • 0.5 - Format adjusted to match other "of the Realm" sets, added changelog, removed steampunk items.

  • 0.6 - Changed weapon damages to ballistics, a subset of piercing.

 

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