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Firearms & Smokepowder


Firearms Properties

All firearms require ammunition to make an attack. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed in the Ammo column of the firearms chart next to the price. This ammunition is destroyed on use.

Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw or suffer fire damage equal to the weapon’s damage, reduced by one damage die. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. If the weapon misfires, you take 1d4 damage of the weapon's type.

When you roll a number on the damage die equal to the lethal score or lower, you can reroll that die. You must take the new roll. This property cannot be applied to a weapon that has the explosive property, and cannot be used on the damage rolls for the special attacks of the rapid and scatter properties.

Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, the weapon jams, and can’t be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Intelligence (Tinker’s Tools) check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended as part of a short or long rest, requiring a quarter of the total cost of the firearm.

Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Crafting Ammunition

During a long rest, you can make a DC10 Dexterity (Tinker's Tools) check. If the ammunition you are crafting costs more than 5 gold per batch, the DC is 15.

If you stay up for twice as long during your long rest, making a Constitution saving throw to avoid exhaustion as normal, you make this ability check with advantage.

On a success, you craft one batch of ammunition provided you have materials equal to the ammunition's cost.

Firearms List

Name Firearm Cost Ammunition Cost (Amount) Damage Weight Range (blocks) Properties
Palm Pistol 175gp 1gp (20) 1d8 piercing 1 lbs 8/32 Light, Reload 1, Misfire 1, Lethal 1
Pistol 250g 2gp (20) 1d10 piercing 3 lbs. 12/48 Reload 4, Misfire 1, Lethal 1
Pepperbox 450gp 2gp (20) 1d10 piercing 5 lbs. 16/64 Reload 6, Misfire 2, Lethal 1
Musket 500g 4gp (20) 1d12 piercing 10 lbs. 24/96 Two-handed, Reload 1, Misfire 1, Lethal 2
Repeater Rifle 600gp 4gp (20) 1d12 piercing 8 lbs. 20/90 Two Handed, Reload 4, Misfire 2, Lethal 1
Blunderbuss 500gp 5gp (5) 2d8 piercing 10 lbs. 3/12 Reload 1, Misfire 3, Explosive (2d6), Lethal 2


Though bearing a resemblance to gunpowder, being a coarse dark grey powder that exploded when exposed to fire or heat, smokepowder differed by being magical in nature. This rendered the substance vulnerable to anti-magic spells, dead-magic zones, and similar enchantments. Also like gunpowder, it burned rapidly and was rendered unusable when exposed to water, though it was not explosive.

Smokepowder's creation is a tightly kept secret among the Church of Gond, knowledge granted as a gift by the deity himself, dreaded, or revered, by many other deities. Its use is not widespread, not common knowledge, and not available for purchase within ease of access, although certain key circles may have it for purchase if one looks hard enough.

Detonating smokepowder goes on a case-by-case basis, taking into consideration the item's effects (if any), relative location within a space, and debris close by. In the case of a need for a base ruling, the following description can be used:

Quote:If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.






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