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# 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* \columnbreak #### 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.
Re-Brew | Improved Guns