Improved Guns
Renaissance Firearms
Firearms
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Matchlock Pistol | 70gp | 2d4 | 1 lb | Ammunition (60/240), long-load, inaccurate |
Flintlock Pistol | 100gp | 2d4 | 1 lb | Ammunition (50/450), light, slow-load, inaccurate |
Dueling Pistol | 130gp | 2d6 | 1 lb | Ammunition (20/150), light, slow-load |
Wheellock Pistol | 150gp | 2d6 | 1 lb | Ammunition (30/120), light, loading |
Blunderbuss Pistol | 100gp | 2d6 | 1 lb | Ammunition (10/50 ft.), light, slow-load, spread |
Matchlock Musket | 100gp | 2d6 | 20 lbs | Ammunition (60/500), two-handed, long-load, inaccurate |
Flintlock Musket | 150gp | 2d6 | 20 lbs | Ammunition (50/600), two-handed, slow-load |
Wheellock Musket | 180gp | 2d8 | 20 lbs | Ammunition (50/750), two-handed, loading |
Blunderbuss | 150gp | 2d8 | 20 lbs | Ammunition (10/80 ft.), two-handed, slow-load, spread |
Augmentations
Some improvements and alterations were made throughout history to some of the above guns. An alteration could be made afterwards by a skilled gunsmith, or be included during manufacturing.
Repeating
Cost: 30 gp
Replaces the loading, long-load, or slow-load property from a gun so long as reserve ammo is in the gun. A gun may hold up to 6 reserve pieces of ammunition, and takes 1 minute to reload. (Using the optional jamming rule, a jammed gun with the repeating property raises the DC to un-jam the gun by 2)
Created By: Underpaid_Goblin
Published By: Re-brew
Bayonet
Cost: 20 gp
Adds a melee attack to the gun, uses the same statistics as a dagger. If the bayonet is removable, it takes a bonus action to affix or remove.
Properties
The firearms listed above contain special properties not found in other WoTC content.
Long-Load
A weapon with the long-load property requires 1 minute to load before it can be fired again.
Slow-Load
A weapon with the slow load property takes 1 action to load before it can be fired again.
Inaccurate
An inaccurate weapon ignores proficiency when making attack rolls.
Spread
When a creature is attacked by a weapon with the spread property, they must make a dexterity saving throw against the user's attack roll. On a failed save, they are hit.
Feats
Firearm experts have developed special techniques useful for the blossoming gunslinger.
Gunsmith
you have intimate knowledge of firearms and their mechanics.
- Increase your Intelligence score by 1, to a maximum of 20.
- You are proficient with Tinker's Tools, if you weren't already.
- You have advantage on checks made to build, repair, or unjam firearms.
Quickdraw
Prerequisite: Dexterity 13 or higher
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain advantage on initiative rolls while not surprised.
- You can draw and stow a firearm as part of the attack action.
Expert Marksmanship
Prerequesite: character level 4 or higher.
- Weapon attacks you make with firearms ignore 1/2 and 3/4 cover.
- Critical hits made with a firearm multiply the damage dealt by an amount equal your proficiency bonus, so long as you did not have disadvantage on the attack.