Black Powder & Dark Magic
FIREARMS WEAPONS AND GEAR
Firearms use special ammunition, and some of them have the cannon, misfire, reload, or scatter properties.
Ammunition. The ammunition of a firearm is destroyed upon use. Most firearms use bullets.
Cannon. A weapon that has the cannon property is designed to be fired only when braced on a bipod, gun carriage, or a hard, stationary surface, such as a low wall. A character must use a bonus action to brace the weapon. If the character moves after bracing the weapon, the weapon is no longer considered to be braced (though see the rules for the gun carriage below). If the character fires a weapon with the cannon property that is not braced, he must make a DC 15 Strength saving throw or suffer disadvantage on the attack roll and be knocked prone. Weapons with the cannon property use cannon shots, instead of bullets.
Loading. A weapon that has the loading property must be loaded again before it can be fired. This can be done by the player either using their action or their move phase
Misfire. A weapon that has the misfire property becomes jammed when you roll a natural 1 on the attack roll. Until the jam is cleared, by spending an action to use a Gunsmithing Kit to make a DC 10 Intelligence ability check, attacks with the weapon are made at disadvantage. If you roll a natural 1 on an attack roll with a jammed weapon, the weapon explodes , dealing its damage to the wielder and destroying the weapon.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a move action (the character’s choice).
Scatter. A weapon with the scatter property potentially deals damage to all creatures within a cone equal to the indicated length. All creatures within the cone must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. Weapons with the scatter property can use normal ammunition, as opposed to scatter ammunition, in which case they are treated as a normal weapon attack against a single target.
Ranged Firearms Weapons
- Blunderbuss 500 gp 1d10 piercing 8 lb. Ammunition (range 15/45), heavy, loading, misfire, scatter 15 ft., two-handed
- Cannon Shield 750 gp 1d12 piercing 15 lb. Ammunition (range 15/45), heavy, loading, misfire, special
- Carbine 400 gp 1d8 piercing 6 lb. Ammunition (range 40/120), loading, misfire, versatile (1d10 piercing)
- Coat Pistol 200 gp 1d6 piercing 1 lb. Ammunition (range 15/45), loading, misfire, special
- Double-barreled Pistol 425 gp 1d10 piercing 5 lb. Ammunition (range 30/90), misfire, reload (2 shots)
- Double-barreled Rifle 800 gp 1d12 piercing 12 lb. Ammunition (range 40/120), heavy, misfire, reload (2 shots), two-handed
- Double Hackbut 1000 gp 2d12 piercing 20 lb. Ammunition (range 50/150), cannon, heavy, misfire, reload (2 shots), two-handed
- Dragon Pistol 250 gp 1d8 piercing 3 lb. Ammunition (range 15/45), heavy, loading, misfire, scatter 15 ft.
- Pepperbox 750 gp 1d10 piercing 5 lb. Ammunition (range 30/90), misfire, reload (4 shots)
- Pepperbox Rifle 1500 gp 1d12 piercing 12 lb. Ammunition (range 40/120), heavy, misfire, reload (4 shots), two-handed
- Pistol 250 gp 1d10 piercing 3 lb. Ammunition (range 30/90), loading, misfire
- Repeating Carbine 2000 gp 1d8 piercing 6 lb. Ammunition (range 40/120), misfire, reload (5 shots), versatile (1d10 piercing)
- Repeating Pistol 1250 gp 1d10 piercing 3 lb. Ammunition (range 30/90), misfire, reload (5 shots)
- Repeating Rifle 2500 gp 1d12 piercing 10 lb. Ammunition (range 40/120), heavy, misfire, reload (5 shots), two-handed
- Rifle 500 gp 1d12 piercing 10 lb. Ammunition (range 40/120), heavy, loading, misfire, two-handed
- Slug Gun 1000 gp 2d10 piercing 20 lb. Ammunition (range 25), cannon, heavy, loading, misfire, special
- Bullets (10) 3 gp – 2 lb.
- Cannon Shots (10) 100 gp – 20 lb.
- Salt Shots (10) 6 gp – 2 lb.
- Scatter Rounds (10) 3 gp – 2 lb.
Cannon Shield. The cannon shield also grants +2 to Armor Class.
Coat Pistol. The coat pistol grants advantage on any Sleight of Hand or Stealth rolls made to conceal the weapon.
Slug Gun. The slug gun has a maximum effective range of 25 feet. It cannot be used to hit targets past its normal range.
Salt Shots. These alchemical rounds can only be used in a weapon with the scatter property. This weapon does normal weapon damage, but, if you reduce a creature to 0 hit points, it is knocked out, rather than dying.
Scatter Rounds. These rounds are used in weapons with the scatter property.
- Bomb 150 gp – 1 lb.
- Gunpowder, keg 250 gp – 20 lb.
- Gunpowder, powder horn 35 gp – 2 lb.
- Engineers Kit 30gp – 12 lb
Bomb. As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Gunpowder, keg. Setting fire to a keg of gunpowder can cause it to explode, dealing 7d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30 foot radius and dim light for an additional 30 feet.
Gunpowder, horn. Used to pour gunpowder into a flintlock weapons barrel and firing pan. Setting fire to a horn of gunpowder can cause it to explode, dealing 3d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage.
An Engineers kit has a large variety of tools that can utilised to repair a warforged or machine on the go when far from a proper forge. Using these tools on a warforged allows the warforged heal Hit Points as though it had finished a long rest. Proficiency with this kit lets you add your proficiency bonus to Wisdom (Medicine) when dealing with a warforged’s health.
The toolkit contains: a hammer, small scraps of wood metal and stone, a pair of pliers, a small saw, a machine repair guide
Ammo Bandolier. This simple leather cross-belt features twelve leather loops suitable for holding bullets or cannon shots, enabling easy access to them. A character can wear up to two bandoliers or braces. Cost: 5 gp, Weight 1 lb.
Bipod: A bipod can be attached to any firearm with the two-handed or versatile property by using a Gunsmith’s Kit and making a DC 10 Intelligence ability check. As an action or a bonus action (the character’s choice), a character can set up the bipod so that the attached weapon counts as being braced until the weapon is moved. In addition, once a weapon is braced, a character can use a bonus action to gain advantage on their next attack roll with that weapon. Cost: 50 gp, Weight 5 lb.
Grenadier’s Bandolier. This heavy leather cross-body belt can hold up to six bombs and a character can wear up to two bandoliers or braces. Cost: 5 gp, Weight: 1 lb.
Gun Brace. This is effectively a heavy leather bandolier for pistols. A gun brace has enough sleeves to hold up to four pistols (including repeating pistols) and a character can wear up to two bandoliers or braces. Cost: 5 gp, Weight: 1 lb.
Gun Carriage. This light, wheeled carriage uses a pair of struts to brace a weapon with the cannon property. As an action, a character can attach the gun carriage to a weapon with the cannon property. Until the gun carriage is detached as an action, the weapon counts as being braced. However, while the gun carriage is attached and the character is carrying the attached weapon, the character moves at half his normal speed and cannot move through difficult terrain. Cost: 100 gp, Weight: 40 lb.
Gunsmith’s Kit. A gunsmith’s kit contains all the tools needed to construct bullets, cannon shots, and firearms. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to create or repair and such items (including clearing jams on firearms that have misfired). Cost: 50 gp, Weight: 6 lb.
Holster. This leather container is used to protect a firearm from the elements. It can be worn on the belt or across the back. Cost: 5 gp, Weight: 1 lb.
Wrist-Spring Holster. These holsters are leather bracers fitted with a spring-arm mechanism that holds a dagger or coat pistol in place and can project it immediately into the wearer’s hand when triggered. This allows the wearer to draw the weapon without spending any actions on their turn. The nature of this device enables it to be easily concealed beneath a loose, billowy sleeve, and grants advantage on Sleight of Hand and Stealth checks related to concealing the holstered weapons. Cost: 50 gp, Weight: 1 lb