Xyrlian's Firearm Supplement
Perhaps you want to introduce gunpowder weapons to your campaign to add a swashbuckling or noir flare. It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
Weapon Properties
Firearms have special properties related to their use, as shown in the Firearms table.
Ammunition. The ammunition of a firearm is destroyed upon use.
Fatal. This weapon is exceptionally deadly. On a critical hit, the weapon’s damage is replaced by the damage value in parentheses that appears with this property. Additionally, when you score a critical hit with this weapon, you can roll one additional damage die when determining the extra damage the target takes.
Misfire. If you roll a 1 for an attack with this weapon, it misfires. The weapon cannot be used again until you clear it by spending a bonus action or one of your attacks when you take the Attack action (your choice). You must have a free hand to clear the weapon.
Reload. A limited number of shots can be made with this weapon without needing to load ammunition — the number appears in parentheses with this property. You must have a preloaded magazine or quickloader to fully reload the weapon, otherwise you can only reload one piece of ammunition. To reload the weapon, you must spend a bonus action or one of your attacks when you take the Attack action (your choice).
Scatter. This weapon ignores half cover and treats three-quarters cover as half cover, but treats creatures as total cover.
Thunderous. This weapon uses explosives to launch its ammunition. When fired, the weapon emits a thunderous crack that is audible within 300 feet of you.
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Two Weapon Fighting with Firearms
When you take the Attack action and attack with a light ranged weapon that you’re holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you’re holding in the other hand. The attack roll for bonus attack is made at disadvantage.
Fighting Style Option
When you choose a fighting style, the following style is added to your list of options.
Dual Gunner
When you engage in two weapon fighting with ranged weapons, you do not suffer disadvantage on the offhand attack.
Feat: Firearm Dual Wielder
You master fighting with two firearms, gaining the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You can use two-weapon fighting even when the one-handed ranged weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Firearms
Simple Ranged Weapons
Weapon Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Flintlock Pistol | 75 gp | 1d8 piercing | 3 lb. | Ammunition (range 40/120), fatal (1d10), loading, thunderous |
Musket | 100 gp | 1d10 piercing | 10 lb. | Ammunition (range 100/300), fatal (1d12), loading, thunderous, two-handed |
Blunderbuss | 75 gp | 1d10 piercing | 4 lb. | Ammunition (range 30/90) fatal (1d12), loading, scatter, thunderous |
Pistol | 400 gp | 1d6 piercing | 3 lb. | Ammunition (range 50/150), fatal (1d10), light, misfire, reload (15), thunderous |
Revolver | 400 gp | 1d8 piercing | 4 lb. | Ammunition (range 40/120), fatal (1d12) reload (6), thunderous |
Rifle | 750 gp | 1d8 piercing | 8 lb. | Ammunition (range 300/1200), fatal (1d12) misfire, reload (30), thunderous, two-handed |
Shotgun | 500 gp | 2d4 piercing | 7 lb | Ammunition (range 60/180), fatal (2d6), reload (2), scatter, thunderous, two-handed |