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# Ammo, Guns, and Feats ### Ammo Types Pistol Rounds Cost: 1 gp Rifle Rounds Cost: 2 gp Shotgun Rounds Cost: 3 gp Pellets (x) Some pellet weapons take more rounds than others to fire, indicated by the x. Pellet Cost: 1 gp/50 pellets Elephant Rounds Cost: 8 gp Adamantite Applicable to all prior types. (Uncommon) Deals magical damage. When firing at a target you only need a 19 natural roll or 9 above their AC to crit. You still need a normal crit against Adamantite armor. Dragon's Breath When you fill your blunderbuss (Rare) or hand blunderbuss with this shot, it fires a cone of energy similar to a dragon's breath weapon. The ammo deals 6d6 damage of the appropriate energy type. Creatures may make a saving throw against the shot as normal. A successful save causes half damage. There are five types of dragon's breath: black (acid), blue (lightning), green (poison) red (fire), and white (cold). Each shot is easily identifiable by the color of the pellets. ### Equipment Bandolier This equipment allows the player to reload bonus round per action. No bonus is given to bonus action reloads. \columnbreak ### Weapon Properties Reload y (x) The weapon can reload y number of bullets in x actions or attacks. Reload Bonus y (x) the weapon can reload y number of bullets in x bonus actions. Critical (xdx) The weapon deals xdx dice instead of it's typical damage when getting a crit on a nat 20 or 10 above their AC, this damage is also doubled as it is still a crit. Accurate This weapon adds this modifier to hit as long as the attack is an accurate attack. Misfire If the player rolls a natural 1 or a nat 2-5 and does not hit the target, the weapon misfires requiring a bonus action to unjam. Loud (x) The weapon can be heard at x distance. Quickdraw The weapon can be drawn and fired at the same time. Versatile Can use INT or DEX as modifier. Ranged Uses INT as modifier. Quartered Uses DEX as modifier. Ready The weapon requires more than two hands to operate effectively. You must have two hands free to fire this weapon. When firing the weapon if you have not moved this turn and spend your bonus action to ready, reducing your movement speed to 0, you get ready on this attack. Not having ready decreases your range significantly, and you do not gain your accurate bonus when not rested. (Min Range/Max Range; Min no ready Range/Max no ready Range) Double Action In one attack, this weapon can fire two times. The second shot has disadvantage. \pagebreak ## Firearms Lever Action Rifle (5 mag size) Martial Weapon 1d6 Piercing Damage Critical (1d10) 120 feet range 14 lbs, heavy, 100 gp Accurate +4 Misfire, Loud (40 feet), Two-handed Reload 3 (1) Reload Bonus 1 (1) Ranged, Rifle Rounds This weapon has disadvantage at less than 20 feet.
Revolver (6 mag size) Martial Weapon 1d4 Piercing Damage Critical (1d8) 40 feet range 4 lbs, 75 gp Accurate +2 Loud (35 feet) Reload 4 (1) Reload Bonus 1 (1) Versatile, Pistol Rounds
Double Barreled Shotgun (2 mag size) Martial Weapon 1d4 Piercing Damage Critical (1d6) 15 feet range (cone) 10 lbs, 100 gp Loud (60 feet), Two-handed Reload 2 (1) Quartered, Shotgun Rounds This weapon deals 1d4 to the target and any two adjacent enemies. Other enemies in the cone must roll a 10 DC CON or take 2 damage.
Hip Shooter (5 mag size) Simple Weapon 1d6 Piercing Damage Critical (1d8) 20 feet range 4 lbs, 75 gp Loud (35 feet) Reload 2 (1) Reload Bonus 1 (1) Versatile, Pistol Rounds
Harquebus (1 mag size) Simple Weapon 1d10 Piercing Damage Critical (1d12) Ready (30/90; 20/60) 8 lbs, 100 gp Accurate +4 Loud (60 feet), Two-handed Reload 1 (2) Ranged, Pellets (1) Can have a bayonet attached to it which allows melee attacks as a bonus action. Can have a knife or shortsword attached.
Blunderbuss (1 mag size) Simple Weapon 1d10 Piercing Damage 10 feet range 10 lbs, heavy, 125 gp Accurate +4 Loud (120 feet), Two-handed Reload 1 (2) Quartered, Pellets (10) Fires in a cone. DC DEX for (8 + DEX mod + prof bonus) If beyond 10 feet, up to 20 feet, deals 1d4 to all targets in a large cone.
Gun Shield (1 mag size) Martial Weapon 1d8 Piercing Damage Critical (1d12) Ready (5/45; 15/30) 18 lbs, heavy, 200 gp Loud (75 feet), Two-handed Reload 1 (1) Versatile, Pistol Rounds This weapon grants you +2 AC until the start of your next turn after firing a Ready shot.
Pepperbox Pistol (6 mag size) Simple Weapon 1d4 Piercing Damage Critical (1d6) 40 feet range 6 lbs, 75 gp Accurate +2 Loud (45 feet) Reload 3 (1) Reload Bonus 1 (1) Double Action Versatile, Pistol Rounds \pagebreak
Pepperbox Rifle (4 mag size) Martial Weapon 1d6 Piercing Damage Critical (1d8) Ready (15/80; 10/40) 12 lbs, heavy, 75 gp Accurate +1 Loud (60 feet), Two-handed Reload 2 (1) Double Action Ranged, Rifle Rounds
Pocket Pistol (2 mag size) Simple Weapon 1d4 Piercing Damage Critical (1d8) 10 feet range 2 lbs, 50 gp Accurate +4 Loud (30 feet) Reload 1 (4) Double Action, Quickdraw Quartered, Pistol Rounds This weapon is tiny and you get advantage on stealth/sleight of hand checks attempting to conceal it.
Barrel Chain Rifle (14 mag size) Martial Weapon 1d6 Piercing Damage Critical (1d8) 40 feet range 10 lbs, heavy, 200 gp Accurate +1 Loud (40 feet) Misfire, Reload 14 (2) Versatile, Pistol Rounds
Elephant Gun (2 mag size) Martial Weapon 2d10 Piercing Damage Critical (2d12) 10 feet range 25 lbs, heavy, 400 gp Loud (360 feet) Reload 2 (2) Quartered, Elephant Rounds Firing this weapon requires all creatures in a 80 feet radius to make a DC 12 CON saving throw or go deaf for the next round of combat. This includes the person firing.
Fire Lance (1 mag size) Simple Weapon 2d4 Piercing Damage Critical (2d8) Ready (15; 5) 15 lbs, 300 gp Loud (120 feet) Reload 1 (1) Quartered, Pellets (5), Reach Fires in a cone. DC DEX for (8 + INT mod + prof bonus) If failed by 6 or more, damage crits.
Gun Cane (1 mag size) Simple Weapon 2d8 Piercing Damage Critical (2d10) 20 feet range 8 lbs, 50 gp Loud (60 feet) Reload 1 (10) Quartered, Rifle Rounds This weapon functions as a cane and is from the outside completely undetectable as a weapon. When a button is pressed the leg of the cane drops off and it turns into a single shot weapon. This weapon can otherwise be used as a melee weapon with the same stats as a quarterstaff.
Harnomica Pistol (10 mag size) Martial Weapon 1d6 Piercing Damage Critical (1d8) 40 feet range 8 lbs, 100 gp Misfire, Loud (60 feet) Double Action Reload 1 (1) Versatile, Pistol Rounds Extra clips for this weapon can be bought for 50 gp or crafted with appropriate resources and 25 gp by an Inventive Gunslinger. These clips are preloaded and take 1 action to reload all 10 rounds. Reloading rounds without clips takes 1 action per round. \pagebreak
Flintlock (1 mag size) Simple Weapon 2d6 Piercing Damage Critical (2d10) 100 feet range 3 lbs, 75 gp Misfire, Loud (50 feet) Reload 1 (1) Versatile, Pellets (1) ## Magic Weapons #### Coin Cannon Weapon Uncommon No Attunement Required (1 mag size) 2d8 piercing damage Critical (2d10) Loud (30 ft) 40 ft range 4 lbs Reload 1 (1) This weapon deals magical damage. This weapon uses coins as ammunition. The damage of this weapon decreases to 1d6 when using copper coins. It’s critical is 1d8. The damage of this weapon is 2d8 when using silver coins. It’s critical is 2d10. This weapon can fire gold coins which grant +3 to hit. The weapon deals 1d4 extra damage with gold coins. This weapon can also fire platinum coins. When firing platinum coins you gain +3 to hit, it deals 1d6 extra damage and crits if you hit more than 5 above the target’s AC instead of 10. #### Gun with no Name Weapon (any rifle or pistol)
Rare (requires attunement by a warlock) This firearm has runes spread along the side of it. When you are attacked with a magical weapon you can cast absorb elements as a reaction without expending a spell slot. You can choose to expend this magical energy absorbed when firing this weapon instead of with a melee attack. This feature can be used 6 times per day. \columnbreak #### The Proclaimer Weapon (any rifle, musket, or pistol)
Very rare (requires attunement by a cleric) This firearm is dedicated to and blessed by a particular deity. You gain a +2 on attack and damage rolls made with this magic weapon. When you hit an undead with it, you do an extra 2d8 radiant damage. The Proclaimer also has 7 charges. If you are a cleric dedicated to that deity (or on otherwise friendly terms if not worshiping that particular deity), then you may expend one of the charges when making a ranged attack with the Proclaimer against an undead creature. If the bullet hits, then in addition to dealing normal damage, the Proclaimer affects the creature you hit and all undead within 30 feet of it are affected as if you had used your Channel Divinity class feature to turn undead (this does not count as a use of your Channel Divinity). The Proclaimer regains 1d6 + 1 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the Proclaimer loses its magic. You must perform some service for your deity in order to be deemed worthy to have the Proclaimer restored. #### Trouble Weapon (any pistol)
Very Rare (requires attunement by a spellcaster) +1 bonus on attack rolls made with this weapon. You can prepare this weapon with charges each day. You can choose to prepare this weapon with a number of weak charges equal to your intelligence modifier or 1 strong charge. When you make a successful attack with this weapon you can choose to use your charge. Using a weak charge deals 2d6 force damage and knocks the target back 5 feet. Using a strong charge deals (2 * your INT mod)d6 force damage and knocks the target back (5 * INT mod) feet. \pagebreak #### The Chimera Weapon (Revolver) Very Rare Revolver (3 mag size) Critical (2d10) Accurate +2 Loud (60 ft) Reload 2 (1) Versatile 2d4 Fire Damage 100 ft range 4 lbs Pistol Rounds Shots fired from this weapon crit on a 18-20, or 8 above AC. If using adamantium rounds it will crit on a 17-20 or 7 above AC. When hitting with this weapon the target must make a DC 16 Con save or be paralyzed until the start of your next turn unless it is immune to the poisoned condition. On a critical hit the creature fails automatically. Ram: Fire a fiery blast from the front of this weapon in a 15 foot cone. Each creature in the area must make a DC 16 Dex saving throw, on a failed save they take 4d6 fire damage and are pushed 15 feet away. On a successful save the creature takes half damage and is not pushed back. The fire ignites any object in the area that isn’t being worn or carried. This consumes all 3 shots at once. #### Songbirds Weapon (two pistols) Legendary (requires attunement with a blood offering from the attuner and a soul for each revolver.) The left songbird has a red tint and runes. The right songbird has a purple tint and runes. These runes do not start glowing until their respective souls have been taken. Both weapons have double the ammo of their non-magical counterpart. These weapons can be fired back to back as if you were using the double action property. Both weapons have a +3 to attack and damage rolls. When dealing damage with the left songbird you heal life equal to the damage you dealt with the weapon. When dealing damage with the right songbird enemies are locked in place, decreasing their speed on their next turn by half of their total movement speed. Getting a kill with the left songbird makes it crit on every attack for the next 10 rounds of combat. Getting a kill with the right songbird causes the killed creature’s flesh to contort and reanimate into a pile of flesh that lasts for 15 rounds of combat. \columnbreak ## Feats **Greased Lightning.** You are exceptionally fast with multi-shot firearms, whether it be your quick aim or your ability to fan the hammer. You gain the following benefits: - Add 1 to your Dexterity ability score (maximum of 20). - When using a firearm that has a capacity greater than one, then you may treat it as if it has the double action property. - If the firearm already has the double action property, then you may ignore the disadvantage normally applied to the second shot. You may do this once per round **Mounted Musketeer.** You are frightening on the battlefield when mounted. You gain the following benefits: - Any mount that you are riding can take the Dash action as a bonus action (otherwise, you would use your action to spur it to Dash). - You don’t suffer from disadvantage when making a ranged attack against an opponent within 5 feet of you. **Dual-Wielder.** You are a master of wielding multiple firearms. You gain the following benefits: - You can dual wield firearms and fire both of them as if you were using double action. - If both weapons are the same kind and they have double action, your second shot does not have disadvantage. - When dual wielding your accurate bonus on each weapon is increased by 1 but only applies within a 15 foot range. **Silent as the Night** You are a master of firearm stealth. You gain the following benefits: - Proficiency in Stealth. - You can sneak up on a target and place the firearm on their back, if it’s loud tag is less than 40 ft it can only be heard from 10 ft away as a quiet sound and crits without having to make an attack roll. **Quickdraw Reactions.** You are a master of speed. You gain the following benefits: - All firearms become versatile. - All firearms have no minimum range. - You can now move before readying for a weapon with the ready property.