Firearms
| Firearm Grade | |||
|---|---|---|---|
| Weapon | Substandard | Standard | Superior |
| Base Misfire | 2 | 1 | 0 |
| Simple Ranged Weapons | |||
| Cane Pistol | 30gp | 150gp | 600 gp |
| Muff Pistol | 15 gp | 75 gp | 300 gp |
| Pepperbox | 50 gp | 250 gp | 1,000 gp |
| Martial Ranged Weapons | |||
| Blunderbuss | 50 gp | 250 gp | 1,000 gp |
| Musket, Flintlock | 50 gp | 250 gp | 1,000 gp |
| Musket, Twin-Barreled | 100 gp | 500 gp | 2,000 gp |
| Musket, Long | 100 gp | 500 gp | 2,000 gp |
| Nock Gun | 150 gp | 750 gp | 3,000 gp |
| Pepperbox Carbine | 125 gp | 625 gp | 2,500 gp |
| Pistol, Dragoon | 60 gp | 300 gp | 1,200 gp |
| Pistol, Duck Foot | 50 gp | 250 gp | 1,000 gp |
| Pistol, Flintlock | 40 gp | 200 gp | 800 gp |
| Pistol, Twin-Barreled | 60 gp | 300 gp | 1,200 gp |
| Sawblade Launcher | 120 gp | 600 gp | 2,400 gp |
Weapons Table
| Weapons | |||||
|---|---|---|---|---|---|
| Name | Damage | Properties | Mastery | Weight | Cost |
| Simple Melee Weapons | |||||
| Baton/Truncheon | 1d6 bludgeoning | Light | Slow | 2 lb. | 1 gp |
| Brass Knuckles | 1d4 bludgeoning | Special | Sap | 1 lb. | 5 gp |
| Cane | 1d4 bludgeoning | Light | Topple | 2 lb. | 2 gp |
| Dirk | 1d4 piercing | Finesse, Light | Vex | 1 lb. | 2 gp |
| Riding Crop | 1d2 slashing | Finesse, Light | Nick | 1 lb. | 2 gp |
| Simple Ranged Weapons | |||||
| Bola | 1d4 bludgeoning | Light, Special, Thrown (range 20/40) | Topple | 2 lb. | 1 gp |
| Cane Pistol | 1d4 piercing | Ammunition (range 15/45; Slug), Light, Loading, Loud, Special | Quick Draw | 4 lb. | 50 gp |
| Muff Pistol | 1d4 piercing | Ammunition (range 15/45; Slug), Light, Loading, Loud, Special | Quick Draw | 2 lb. | 15 gp |
| Pepperbox | 1d6 piercing | Ammunition (range 20/60; Slug), Light, Long-Load (4), Loud, Special | Deadly | 2 lb. | 30 gp |
| Martial Melee Weapons | |||||
| Cane Sword | 1d8 piercing | Finesse, Special | Sap | 3 lb. | 50 gp |
| Dueling Cane | 1d6 bludgeoning | Finesse, Light | Vex | 2 lb. | 15 gp |
| Sawtoothed Sword | 1d8 slashing | Versatile (1d10) | Slow | 3 lb. | 25 gp |
| Martial Ranged Weapons | |||||
| Blunderbuss | 2d4 piercing | Ammunition (range 15/45; Pellet), Loading, Two-Handed, Loud | Scatter | 8 lb. | 50 gp |
| Musket, Flintlock | 2d4 piercing | Ammunition (range 80/240; Slug), Loading, Two-Handed, Loud | Deadly | 10 lb. | 50 gp |
| Musket, Twin-Barreled | 1d6 piercing | Ammunition (range 80/240; Slug), Loading, Two-handed, Loud | Multi-Shot (2) | 12 lb. | 100 gp |
| Musket, Long | 1d12 piercing | Ammunition (range 120/360; Slug), Loading, Two-Handed, Loud | Deadly | 12 lb. | 100 gp |
| Nock Gun | 1d8 piercing | Ammunition (range 30/90; Slug), Two-Handed, Loud, Special | Multi-Shot (7) | 15 lb. | 150 gp |
| Pepperbox Carbine | 1d10 piercing | Ammunition (range 40/120; Slug), Long-Load (4), Two-Handed, Loud, Special | Deadly | 12 lb. | 100 gp |
| Pistol, Dragoon | 2d4 Piercing | Ammunition (range 60/180; Slug), Loading, Loud | Deadly | 5 lb. | 60 gp |
| Pistol, Duck Foot | 2d6 piercing | Ammunition (range 15/45; Slug [4]), Loud, Long-Load (1) | Scatter | 3 lb. | 50 gp |
| Pistol, Flintlock | 1d6 piercing | Ammunition (range 40/120; Slug), Loading, Light, Loud | Deadly | 3 lb. | 40 gp |
| Pistol, Twin-Barreled Flintlock | 1d4 piercing | Ammunition (range 30/90; Slug), Loading, Light, Loud | Multi-Shot (2) | 4 lb. | 60 gp |
| Sawblade Launcher | 1d12 slashing | Ammunition (range 30/90; Sawblade), Long-Load (5), Two-Handed | Ricochet | 12 lb. | 120 gp |
Explosives
| Explosives Table | ||||
|---|---|---|---|---|
| Explosive | Damage | Properties | Weight | Cost |
| Bomb | 2d6 Fire | Ammunition (range 30/60), Loud | 1 lb. | 50 gp |
| Gunpowder (Horn) | 2d6 Fire | Special, Loud | 2 lb. | 15 gp |
| Gunpowder (Keg) | 7d6 Fire | Special, Loud | 20 lb. | 125 gp |
| Incendiary Bomb | 2d6 Fire + Burning | Ammunition (range 30/60), Loud | 1 lb. | 100 gp |
Bola. On a successful Attack roll, a bola wraps around the legs of a target Grappling it. To escape, the target or a creature within 5 feet of it must take an Action to make a DC 10 Strength (Athletics) check, freeing the Grappled creature on a success. Destroying the Bola (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
Gunpowder (horn). Gunpowder is needed to fire any firearm. A standard horn carries enough powder to fire 40 slugs, or 10 scatter charges. While generally safe, if intentionally packed and ignited, it can create a small 5' explosion.
Gunpowder (keg). Standard bulk storage of gunpowder is in small kegs. Each is enough to refill 10 horns. Will explode in a 20 foot area if left in open flame, or intentionally ignited.
Misfire
Misfire is equal to Base Misfire + 1 for each additional barrel fired as per Multi-Shot Weapon Mastery. When this number or lower is rolled on a D20 as part of an Attack, the gun jams.
Jam. A jammed firearm cannot be used to make attacks. As a Utility Action you may attempt to clear the jam using Tinker's Tools (Dexterity or Intelligence). The DC for this check is DC 10 + Misfire. Success: The jam is cleared and the gun may be used normally. Failure: The gun remains jammed.
Misfire Table. In lieu of the Jam mechanic, your GM may instruct you to roll on the Misfire Table below to determine the effect of the misfire.
| Misfire Table | ||
|---|---|---|
| d20 + Misfire | Result | Effect |
| 1-3 | Failed Charge | Charge failed to ignite. Your firearm is still loaded and primed for your next attack. |
| 4-5 | Weak Charge | The shot fires weakly. Reroll your attack at Disadvantage, ignoring any additional misfires. If you hit your target, they are treated as having resistance to the weapon damage rolled. |
| 6-7 | Misaligned Shot | The shot misses wildly. Choose a random creature or object within the firearm's range (including allies). That creature or object becomes the new target, rerolling your attack and ignoring any additional misfires. |
| 8-9 | Hangfire | The firearm discharges automatically at the start of your next turn. Reroll the attack normally, ignoring any additional misfires and the target moving out of range or taking cover before the shot resolves. |
| 10-11 | Blowback | The firearm emits a burst of flame, but still fires the projectile. You take 1d6 fire damage. Reroll the attack normally, ignoring any additional misfires. |
| 12-13 | Powder Burn | The firearm emits a burst of flame without firing the projectile, dealing 1d8 fire damage to you. Roll a Constitution saving throw against 8 + Proficiency Bonus + Dexterity. On a failure, you drop the weapon. |
| 14 | Premature Discharge | The firearm discharges accidentally before you are ready. Choose a random creature or object within the firearm's range (including yourself and allies). That creature or object becomes the new target, rerolling your attack and ignoring any additional misfires. |
| 15 | Dangerous Recoil | The weapon discharges improperly. Roll a Strength saving throw against 8 + Proficiency Bonus + Dexterity. Failure: you are knocked back 5 feet, taking 1d4 bludgeoning damage. A failure of 5 or more results in you gaining the Prone condition. |
| 16 | Overcharge | The shot still fires. Reroll your attack at Disadvantage, ignoring any additional misfires. Regardless, the excessive charge causes damage to the user. Take the weapon's damage dice as fire damage. |
| 17 | Barrel Warp | The shot distorts the barrel. The firearm's range is halved, and it gains a +1 permanent increase to its misfire range until you spend 10 minutes repairing it with Tinker's Tools and succeed on a DC 15 Intelligence (Tinker's Tools) check. |
| 18 | Catastrophic Jam | The firearm's mechanism locks up completely. It cannot be used again until you spend 10 minutes repairing it with Tinker's Tools and succeed on a DC 15 Intelligence (Tinker's Tools) check. |
| 19 | Lodged Round | The shot gets stuck in the barrel. The firearm is rendered unusable until you spend an action repairing it with Tinker's Tools and succeed on a DC 15 Intelligence (Tinker's Tools) check. Attempting to fire it before repair causes the firearm to experience Critical Failure (see below). |
| 20+ | Breech | The firearm explodes, dealing fire damage equal to its base damage dice + your Dexterity modifier to the user and all creatures within 5 feet. The weapon is destroyed unless it is magical. Magic weapon's misfire range gains a +3 permanent increase to its misfire range until you spend 10 minutes repairing it with Tinker's Tools and succeed on a DC 15 Intelligence (Tinker's Tools) check. |
Properties
Here are definitions of the properties in the Properties column of the Weapons table.
Loud
Guns and explosives are not subtle devices and can be easily heard up to 300 feet away.
Long-Load (x)
Multiple barrels, bolt magazines, etc. A weapon with the Long-Load property can shoot a number of times up to (x) before needing to be reloaded. Reloading a Long-Load weapon takes an Utility Action.
Special
Simple Melee Weapons
Brass Knuckles. A set of metal rings worn over the knuckles to add weight and force to a punch.
- Special: Add damage to unarmed strikes.
Simple Ranged Weapons
Cane Pistol. A single-shot pistol with its barrel and firing mechanism concealed within the shaft of a walking cane.
- Special: Functions as a Muff Pistol and requires an Intelligence (Investigation) DC 15 check to reveal the pistol. Proficiency with a Cane and Muff Pistol applies.
Muff Pistol. A very small, single-shot pistol designed for maximum concealability.
- Special: Advantage on Sleight of Hand checks made to conceal this weapon. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with this firearm if the creature is Surprised.
Pepperbox. A pistol featuring a revolving four-barrel cylinder that is manually rotated to align a pre-loaded barrel with the firing mechanism.
- Special: A Misfire renders only the current barrel inoperable, allowing subsequent attacks to be made with the remaining loaded barrels.
Martial Melee Weapons
Cane Sword. A fashionable walking stick that acts as a scabbard, concealing a rapier blade.
- Special: Functions as a Rapier and requires an Intelligence (Investigation) DC 15 check to reveal the blade. Proficiency with a Cane and Rapier applies.
Martial Ranged Weapons
Pepperbox Carbine. A rifle featuring a revolving four-barrel cylinder that is manually rotated to align a pre-loaded barrel with the firing mechanism.
- Special: A Misfire renders only the current barrel inoperable, allowing subsequent attacks to be made with the remaining loaded barrels.
Nock Gun. A heavy, seven-barreled firearm. It uses a series of selector switches that allow a single trigger pull to ignite a chosen number of barrels, from a single shot up to a simultaneous seven-barrel volley.
- Special: The Nock Gun always requires a Utility Action to reload.
Mastery Properties
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
Deadly
If one of the weapon damage dice for an attack rolls its maximum value, you get to roll another dice of the same size and add it to the weapon damage.
Multi-Shot
Multi barrelled guns are designed with triggers or hammers for each barrel. You can choose to fire one or more barrels as part of a single attack when you use an Action, a Bonus Action, or a Reaction to fire it. Each additional barrel fired beyond the first increases the weapon's misfire range by 1 (e.g., firing four barrels causes misfires on rolls of 4 or lower). Emptying all barrels may limit the number of attacks you can normally make.
Quick Draw
When this weapon is loaded at the start of combat, as a Reaction, you can make a ranged attack roll against a creature within normal range at disadvantage. If more than one creature is attempting to use this mastery, the highest initiative resolves first.
Ricochet
If your target is benefiting from cover, but is within 10 feet of a visible surface that is also within range of your weapon, you may make a ranged weapon attack roll, ignoring half or three-quarters cover. If the target has total cover, you may make your weapon attack roll at disadvantage.
Scatter
When you hit a creature with a ranged attack roll using this weapon, up to two other creatures of your choice within 5 feet of the original target take piercing damage equal to your Dexterity modifier. You can use this property only once per turn.