Rules for Aetheric Isle Firearms
1. Introduction
Classes and practice give way to skill with firearms, something which is likely to shape your character. The following pages detail the many firearms and their rules.
Firearm rules
Firearm damage rolls
Unlike other weapons, you don't add your ability score bonus to the damage roll of a firearm unless otherwise stated.
Misfires
Whenever you roll a natural 1 when making an attack roll with a firearm, this is a Misfire and causes the gun to jam and the ammunition is wasted. Clearing a jam takes one action.
Magical incompatibility
Firearms tend to become less reliable when affected by magic, and may attack with disadvantage, become slower to reload, or more likely to jam. See section 5 for more details.
Underwater combat
Firearms cannot be used underwater unless otherwise stated. Remember black powder is ruined if it gets wet.
Shotguns
Shotguns fire in a cone. Roll separate attack and damage rolls for each creature in the cone.
Firearms as improvised weapons
If you run out of ammunition and want to use a firearm as an improvised melee or thrown weapon, it deals 1d4 bludgeoning damage and can used in melee or thrown 20 ft.
Firearm Properties
The following is a list of the properties unique to firearms:
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Ammunition. The ammunition property works differently for firearms. Each time you attack with a firearm, you expend one piece of ammunition. Reloading is not part of the attack action.
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Reload. The number next to Reload shows how many shots can be fired before an action is needed to reload. If you have the Extra Attack feature, you can use one attack to reload instead. You must have a free hand in order to reload a firearm and enough ammunition.
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Breech-loaded. A firearm with the breech-loaded property can be fully reloaded as a bonus action, instead of an action.
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Double-barreled. If you attack with a double-barreled firearm, you can use your bonus action on the same turn to fire it again, so long as it doesn't need to be reloaded.
Class Proficiencies
Much as seen with the pre-existing weapons in 5e, classes may provide you with weapon proficiencies. In the case of firearms, most often this proficiency involves pistols; but can involve the harder to use, but stronger, firearms such as rifles or Gatling guns. The following is a list of the classes in the Player's Handbook for 5e and their firearm proficiencies.
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Artificers. Simple & Advanced Firearms.
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Barbarians. Coach guns.
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Bards. Simple Firearms.
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Clerics. Simple Firearms.
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Druids. None.
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Fighters. Simple & Advanced Firearms.
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Monks. None
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Paladins. Simple Firearms, Blunderbusses, Cannons.
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Rangers. Simple & Advanced Firearms.
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Rogues. Simple Firearms, Revolvers, Carbines.
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Sorcerers. None
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Warlocks. Simple Firearms.
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Wizards. None
Contents
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Page 11. Introduction
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- Firearm Rules
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- Firearm Properties
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- Class Proficiencies
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Page 22. List of Firearms
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- Simple Firearms
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- Advanced Firearms
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- Unique Firearms
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Page 33. Ammunition
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- List of Ammunition Types
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Page 44. Gunsmithing
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- List of Modifications
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Page 55. Magic and Firearms
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Page 56. Advanced Shooting
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Page 67. Firearm Feats
2. List of Firearms
All firearms have the Ammunition property. For weapons with the Special property, see additional information below.
Simple Firearms
Name | Cost | Damage | Weight | Range | Properties |
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Derringer | 55 gp | 1d10 p. | 2 lbs. | 20/80 ft. | Reload (4), Light |
Dueling Pistol | 75 gp | 1d12 p. | 2.5 lbs. | 60/240 ft | Reload (1) |
Knuckle Gun | 150 gp | 2d6 p. | 2.5 lbs. | 30/120 ft | Reload (6), Light, Special |
Air Rifle | 80 gp | 1d10 p. | 8 lbs. | 80/320 ft. | Reload (8), Two-Handed |
Coach Gun | 120 gp | 1d10 p. | 6 lbs. | 15 ft. cone | Reload (2), Double-barreled |
Advanced Firearms
Name | Cost | Damage | Weight | Range | Properties |
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Pepperbox | 225 gp | 1d4 p. | 2.5 lbs. | 30/240 ft | Reload (4), Double-barreled |
Revolver | 100 gp | 2d4 p. | 2.5 lbs. | 35/140 ft. | Reload (6), Light, Breech-loaded |
Musket | 150 gp | 1d8 p. | 8 lbs. | 50/200 ft. | Reload (1), Two-Handed, Heavy, Special |
Carbine | 315 gp | 1d10 p. | 8 lbs. | 40/160 ft. | Reload (3), Breech-loaded, Two-Handed |
Sharpshooter | 500 gp | 2d12 p. | 12 lbs. | 200/800 ft. | Reload (1), Two-Handed, Special |
Blunderbuss | 180 gp | 2d8 p. | 14 lbs. | 20 ft. cone | Reload (1), Two-Handed, Heavy |
Hand Cannon | 350 gp | 2d6 p. | 8 lbs. | 30/90 ft. | Reload (1), Breech-loaded, Heavy |
Unique Firearms
These weapons are difficult to obtain and must be tracked down by investigating rumours of their location.
Name | Cost | Damage | Weight | Range | Properties |
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Giantkiller Rifle | - | 2d6 p. | 12 lbs. | 80/320 ft. | Reload (2), Breech-loaded, Two-Handed, Special |
Flamethrower | - | 2d6 fire | 16 lbs. | 30 ft. cone | Reload (3), Two-Handed, Heavy, Two-Handed, Special |
Dartgun | - | 2d6 poison | 3 lbs. | 30/90 ft. | Reload (3), Breech-loaded, Light, Special |
Crank Shocker | - | 2d6 lightning | 4 lbs. | 10 ft. | Reload (1), Light, Special |
Slug Gun | - | 2d6 b. | 6 lbs. | 40/160 ft. | Reload (6), Heavy, Special |
Firearms with the 'Special' property
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Knuckle Gun. A knuckle gun has a knuckleduster incorporated into the pistol grip, which does 1d6 bludgeoning damage and counts as an unarmed strike.
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Sharpshooter. You must expend half your normal movement to attack with a sharpshooter. Otherwise, if you have used more than half your speed, your speed becomes 0 and you attack with disadvantage. You also have disadvantage on attack rolls against targets within 20 ft.
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Musket. Reloading a musket always takes an action, even if you have an ability which says otherwise.
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Unique Firearms. The special properties of unique firearms will have to be researched when they are discovered.
3. Ammunition
As with crossbows and bows, there are several types of ammunition that a firearm may use; with types varying and the type a weapon can use changing as well. The caliber of ammo a firearm can use correlates with what type it is, for instance a Sniper Rifle would use Rifle ammunition because it is of the rifle typing. Outside of the calibers of ammo a gun may use, there are also different types of ammunition which have different effects. Below is a list of the different calibers of ammo, as well as the different types, in addition to a chart detailing their name, amount and cost. Swapping ammunition requires a reload.
Ammunition Calibers
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Pistol Ammo. These rounds can be used by Pistols, such as the Derringer, Dueling Pistol, Pepperbox, Revolver, and Hand Cannon.
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Rifle Ammo. These rounds can be used by Rifles, such as the Musket, Carbine, Sharpshooter, and Giantkiller Rifle.
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Shotgun Ammo. These rounds can be used by Shotguns, such as the Coach Gun and Blunderbuss.
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Ball Bearings. These have multiple uses, one of which is acting as Air Rifle ammunition.
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Darts. These can be thrown by hand, or used in a Dartgun.
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Metal Slugs. These rounds are used by the Slug Gun, and are also an alternative ammunition for the Coach Gun, changing it's range from a 15 ft. cone to a 40/160 ft. range single projectile, and its damage type to bludgeoning
Name | Cost | Amount |
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Pistol Ammo | 3 gp | 10 |
Rifle Ammo | 5 gp | 10 |
Shotgun Shells | 5 gp | 10 |
Speargun Spears | 5 gp | 10 |
Ball Bearings | 1 gp | 1,000 |
Darts | 1 gp | 20 |
Metal Slugs | 10 gp | 10 |
Special Ammunition
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Silver Bullets. Some monsters are susceptible to silver ammunition. A gunsmith can silver plate ten pieces of any ammunition for 100 gp.
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Holy Bullets. Adds 2d6 radiant damage to an attack. Available in pistol, slug and rifle calibers.
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Wax Bullets. Tough enough to hurt, but not enough to kill on impact, Wax Bullets always deal 1d4 non-lethal bludgeoning damage. Available in pistol and rifle calibers.
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Poison Shotshell. All targets must succeed on a DC 12 Constitution saving throw or take 1d12 poison damage and be poisoned for 1 minute. The weapon also deals its normal damage. Available for shotguns only.
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Smoke Shotshell. Reduces damage to 1d4 piercing and a leaves 15 ft. diameter smoke cloud which makes the area heavily obscured, and dissipates after 1 minute. Available for shotguns only.
Name | Cost | Amount |
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Silver Bullets | 100 gp | 10 |
Holy Bullets | 25 gp | 10 |
Wax Bullets | 5 gp | 10 |
Poison Shotshell | 15 gp | 1 |
Smoke Shotshell | 2 gp | 1 |
Adventuring Gear
Name | Cost | Weight | Properties |
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Ammo Pouch | 1 gp | 2 lb. | Holds up to 20 rounds of any ammunition |
Ammo Bag | 5 gp | 2 lb. | Holds up to 50 rounds of any ammunition |
Holster | 10 gp | 2 lb. | Holds a one-handed firearm and up to 10 rounds of pistol ammo |
Bandolier | 5 gp | 1 lb. | Holds up to 10 shotgun shells or slugs, in a sling around the chest |
Dart Bracer | 2 gp | 1 lb. | Holds up to 5 darts or daggers on a bracer around the forearm |
4. Gunsmithing
A firearm can be modified in many ways, from the barrel to attached sights. Firearms may only have one of each type of modification.
Gunsmithing requires proficiency in Smiths's Tools and Tinker's Tools, and access to a workshop with a forge. Gunsmiths can be found in most cities and some towns. They sell and install modifications of various types included on the list below. Typical installation prices range from 50 gp to 500 gp depending on complexity.
List of Modifications
Sight modifications
Name | Cost | Install | Weight | Properties |
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Iron Sights | 50 gp | 25 gp | — | Use a bonus action to get +1 to this weapon's attack rolls this turn |
Glass Scope | 150 gp | 25 gp | 1 lb. | Attacks with this firearm ignore half cover |
Barrel modifications
Name | Cost | Install | Weight | Properties |
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Extra Barrel | 60 gp | 25 gp | 3 lbs. | Gain the double-barrelled property and +1 reload. |
Suppressor | 250 gp | 25 gp | 1 lb. | Reduces the sound made by firing. Misses do not reveal your position. |
Bayonet | 15 gp | 25 gp | 1 lb. | Affix to a rifle as a bonus action. 1d6 piercing two-handed melee weapon |
Tripod | 30 gp | 25 gp | 4 lbs. | +50 ft. long range while in half cover or prone. |
Torch | 25 gp | 25 gp | 4 lbs. | +50 ft. long range while in half cover or prone. |
Jolt Firring | 25 gp | 25 gp | 4 lbs. | Any creature hit is unable to take reactions until the end of its next turn. |
Firing modifications
Name | Cost | Install | Weight | Properties |
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Autoejector 300 gp — You can fix a jam in this firearm as a free action Waterproofed 300 gp The firearm acts as if it were making attacks as it normally would when underwater
Magazine modifications
Name | Cost | Install | Weight | Properties |
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Autoeject 300 gp — Once per tu Breech Loaded 450 gp — The firearm gains the Breech-loaded property Tube fed 40 gp 1 lb. The firearm's reload is doubled, and Misfire increases by 1
reduce enemy speed by 5 feet for 1 round the firearm ejects all ammunition in one go You are jutted into the Ethereal plane until the end of your next turn
Trigger Modifications
5. Magic and Firearms
Magic users often view technology as disruptive and harmful to the natural order. They believe that relying on machinery and inventions weakens the connection with the magical forces of the world. Characters with a high affinity for one discipline may find it difficult to use the other effectively. For example, a highly technological character may experience magical backlash when attempting to cast spells. And a powerful magic user may find that technology malfunctions for them. Proximity to magical items can also disrupt technology and vice versa.
Firearms frequently malfunction when in the presence of magical energy.
Casting spells
A trained magic user can normally cast their spells while technology is nearby, only experiencing some discomfort.
Spells which target objects
While a firearm is the target of a spell, it will misfire on any attack roll of an 8 or lower. E.g. Magic Weapon, Continual Flame.
Area spells
A firearm can be used within the area of a magical effect without issue, as long as the magic does not directly affect objects. Most area spells are like this. For instance, the 5th Level Paladin Spell Circle of Power affects creatures, not objects, so firearms are unaffected while within the aura.
6. Advanced Shooting
The following optional abilities are available to characters who want to push their
7. Firearm Feats
Feats for firearms
Militia Member
- You gain proficiency with simple firearms, shields, and your choice of any two weapons that are not firearms.
Gunner
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
- Increase your Dexterity score by 1, to a max of 20.
- You gain proficiency with simple and advanced firearms.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Gunslinger
You're quick on the draw with a handgun. You gain the following benefits:
- You can draw or stow two one-handed firearms as a free action.
- You can reload as a bonus action instead of an action. When you do this you do not need a free hand, and all firearms you are holding are reloaded and unjammed.
- Whenever you use the attack action with a one-handed firearm, you can use a bonus action to attack with a one-handed firearm you are holding.
Marksman
By extensively training with long arms, you gain the following benefits:
- You can attack a creature behind full cover, so long as the cover is no more than 6 inches thick. When doing so, the attack deals half damage.
- You can use a bonus action to steady your firearm, granting yourself advantage on your next attack made with that firearm.
Dragoon
- Increase your Strength or Dexterity score by 1, to a max of 20.
- When you make a melee attack with a one-handed weapon, you
Shotgun Expert
- Increase your Strength score by 1, to a max of 20.
- You may add your Strength modifier to the attack roll when making an attack with a shotgun, instead of your Dexterity modifier.
- When you hit a flying creature with an attack from a shotgun it falls prone.
- Once a day you can craft 10 shotgun shells. This takes 1 hour and can be done during a long rest. When using this ammunition, attacks against beasts count as magical and ignore resistances. Otherwise they are normal shotgun shells.