Origins of Firearms
Modern firearms originated in the forges of dwarven master craftsmen in an attempt to reengineer ancient technology and replace crossbows. While in theory they succeeded, firearms were found to be too dangerous to use in the underground battles due to the noise and smoke they produce. However when cave in was not a threat, firearms worked perfectly. Early firearms (pistol, musket and blunderbuss) were slow to reload, but packed a punch.
As firearms began spreading beyond the dwarven clans, they were quickly adopted by all major empires and further improved upon during the industrial revolution.
Any character that is proficient in martial ranged weapons is also proficient in firearms. Certain character classes start with proficiency in either light crossbows or hand crossbow but not in martial weapons. Any character that is proficient in hand crossbows is also proficient in pistol, automatic. Any character that is proficient in light crossbows is also proficient with revolver and shotgun. Any character that is proficient with a firearm also knows how to maintain that firearm.
Firearms use special ammunition, and some of them have the burst fire or reload property.
Ammunition. The ammunition of a firearm is destroyed upon use. Modern firearms use bullets which are loaded individually or housed in clips.
Double Tap: A weapon that has the double tap property can fire two bullets as part of normal single target attack. The attack takes disadvantage, but deals an additional +1 die of damage with a successful hit. This action uses two pieces of ammunition, if the weapon has less then two pieces of ammunition then this action cannot be performed.
Burst Fire. A weapon that has the burst fire property can make a normal single target attack, or it can spray a 10 foot cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition. If the weapon has less then ten pieces of ammunition then this action cannot be performed.
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.
|Martial Ranged Weapons||Cost||Damage||Weight||Properties|
|Pistol, automatic||65 gp||2d6 piercing||3 lb.||Ammunition (range 50/150), double tap, reload (15 shots)|
|Revolver||25 gp||2d8 piercing||3 lb.||Ammunition (range 40/120), double tap, reload (6 shots)|
|Rifle, hunting||55 gp||2d10 piercing||8 lb.||Ammunition (range 80/240), reload (5 shots), two-handed|
|Rifle, automatic||150 gp||2d8 piercing||16 lb.||Ammunition (range 80/240), double tap, burst fire, reload (20 shots), two-handed|
|Shotgun||30 gp||2d8 piercing||7 lb.||Ammunition (range 30/90), reload (2 shots), two-handed|
|Shotgun, repeating||110 gp||2d8 piercing||8 lb.||Ammunition (range 30/90), reload (8 shots), two-handed|
|Submachine gun||110 gp||2d6 piercing||9 lb.||Ammunition (range 30/90), double tap, burst fire, reload (30 shots), two handed|
|Pistol clip (15 shots)||12 sp|
|Revolver bullets (6 shots)||8 sp|
|Rifle cartridges (5 shots)||16 sp|
|Automatic rifle box clip (20 shots)||24 sp|
|Shotgun shell (1 shot)||3 sp|
|Submachine gun box clip (30 shots)||24 sp|
Gun maintenance kit. This kit is a leather pouch containing chamber brushes, cleaning solutions, lubricants, screw drivers and various other items used to maintain and repair firearms. During a short or long rest you can use this kit to fix a broken firearm or maintain a working one without a Wisdom check.
Reloading bench. This compact work station contains a brass press, case trimmer, mounting gear, clamps, containers full of brass casings, and various other supplies for crafting firearm ammunition and modifying firearms. Larger more advanced reloading benches exist, but are often immobile.
Bayonet. This long sharp blade can fit on the end of most two handed military firearms, including shotguns. This weapon uses the same game statistics as a short sword.
|Gun maintenance kit||3 gp||1 lb.|
|Reloading bench||150 gp||100 lb.|
|Bayonet||5 gp||2 lb.|
There are many different variations of firearms but most are similar enough in design that they don’t require any special training to use. But some times characters will encounter exotic firearms that have their own properties; such as 3 barreled shotguns that can shoot all 3 barrels at once, or a mad scientists tesla coil gun that spews arcs of deadly lightning. Characters using these weapons must spend down time training with them provided that they have enough ammunition and knowledge to keep the weapon functioning or perform a series of intelligence checks to figure out its proper use.
Characters with access to their own reloading bench or firearm vendors can craft or buy specialized ammunition with which add different effects to firearm attacks. A category of weapon is chosen for special ammunition upon its creation, unless specified in its properties. (Example: A Phospherous shotgun shell can only be fired by shotguns.)
|Phosphorous round (1 shot)||5 gp||All damage with this ammunition is treated as fire damage|
|Caustic round (1 shot)||5 gp||All damage with this ammunition is treated as acid damage|
|Blessed round (1 shot)||10 gp||All damage with this ammunition is treated as radiant damage|
|Hammerhead shell (1 shot)||1 gp||Shotgun only, all damage with this ammunition is treated as bludgeoning damage instead of piercing damage|
|Rocksalt shot (1 shot)||Shotgun only, a living creature damaged by this round must make a DC 15 fortitude save or be wracked with extreme pain causing them to take disadvantage on all physical actions for one hour|
|Ectoplasmic round (1 shot)||50 gp||Does full damage against creatures with the insubstantial property|