Firearm Tweaks

A list of the various options and tweaks available for firearms!

### **Simplified Ammo Tracking**

If you run a campaign with little ammo tracking or minimal inventory management, you can easily track your options by compounding all your choices into the shots themselves. You can omit the "Powder Horn" and the different "Powder" type options as additional items, and instead add the value of the ammo and the modifiers together. For example, when buying "Basic Ammo (Bullets)" and "Gunpowder", you may pay for the total amount needed (if using this page as a base, the total would be 6gp for both the ammo and the powder) and add "Basic Bullets/Gunpowder" as your desired ammo type: this also applies if you are buying modified ammo types, such as Silvered, Incendiary, or Piercing.

It is a simple method to keep track of ammo and materials, but disallows for flexibility with different ammo types or modifiers, as both the ammo and its modifiers are compounded into a single item.

### Two-Weapon fighting, One-Handed Ranged Weapons, and Reloading

*(Two-Weapon Fighting, Ranged Weapons Variant Rule)*

When you take the Attack action and attack with a light ranged weapon that you're holding in one hand, you can use a bonus action to attack with a different light ranged weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the Loading property, and you do not have a feat to ignore either property (such as the *Gunner* feat), you must use your next bonus action to reload both weapons.

## Firearms & Grenades

*(Taken from the PDF "Firearms of the Realm", by Yonael; Modifications by myself)*

### Pistol

* **Type**: Martial Weapon, Firearm
* **Cost**: 250gp
* **Damage**: 1d10 piercing
* **Weight**: 3lbs
* **Range**: 50ft/150ft
* **Properties**: Firearm, Light

*The smallest and most compact firearm, the pistol is also one of the rarest firearms, as most people not only prefer firearms with longer range, but the pistol itself requires greater craftsmanship to craft. Despite its short range, a pistol is still a formidable weapon, and is often used as a self-defense weapon. Due to this, pistol grips often have metal butts that allow them to be used as effective clubs.*

### Blunderbuss

* **Type**: Simple Weapon, Firearm
* **Cost**: 50gp
* **Damage**: 1d8 piercing
* **Weight**: 5lbs
* **Range**: 60ft/240ft
* **Properties**: Firearm, Light

*The shortest of the long guns, a blunderbuss only has a barrel around one foot long, sometimes less, which often ends in a flared muzzle. Most blunderbusses have a full stock, but some are made with only a pistol grip. The blunderbuss is the preferred weapon of clerics of Gond, and is often called a "Gondgun" by others.*

### Arquebus

* **Type**: Simple Weapon, Firearm
* **Cost**: 75gp
* **Damage**: 1d8 piercing
* **Weight**: 7lbs
* **Range**: 80ft/320ft
* **Properties**: Firearm, Two-handed

*A scaled down version of the much larger musket, the arquebus is the long gun most adventurers are likely to encounter, as it strikes a good balance between size and power. An arquebus usually has a full stock, but many only have a cut-down stock. Spelljammer crews carry arquebuses as their long gun of choice.*

### Caliver

* **Type**: Simple Weapon, Firearm
* **Cost**: 150gp
* **Damage**: 1d10 piercing
* **Weight**: 9lbs
* **Range**: 100ft/400ft
* **Properties**: Firearm, Two-handed

*Essentially half-way between a musket and an arquebus, a caliver has a higher bore and heavier barrel than the arquebus, but is otherwise identical in design.*

### Musket

* **Type**: Martial Weapon, Firearm
* **Cost**: 500gp
* **Damage**: 1d12 piercing
* **Weight**: 15lbs
* **Range**: 150ft/600ft
* **Properties**: Firearm, Heavy, Two-handed

*A marskman's gun, a musket has long barrel three to four feet long and a heavy wooden stock, allowing for greater accuracy than all other firearms.*

### Handgunne

* **Type**: Martial Weapon, Firearm
* **Cost**: 750gp
* **Damage**: 3d6 bludgeoning
* **Weight**: 15lbs
* **Range**: 80ft/320ft
* **Properties**: Firearm, Heavy, Two-handed

*The most basic firearm, a handgunne is a miniature cannon fitted on a full stock. The handgunne has the highest bore out of all of the firearms, and requires both hands to be used effectively despite its smaller size.*

### Grenade

* **Type**: Thrown Consumable
* **Cost**: 50gp
* **Damage**: 3d6 fire
* **Weight**: 1lb
* **Range**: 120ft
* **Properties**: Special
* **Special Trait**: As an action, a creature can light a grenade and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.

*A ball-sized iron sphere packed with gunpowder and fitted with a slow-burning wick. The added handle allows it to be thrown at large distances.*

### Combuster

* **Type**: Thrown Consumable
* **Cost**: 75gp
* **Damage**: 2d6 + 1d6 fire
* **Weight**: 1lb
* **Range**: 120ft
* **Properties**: Special
* **Special Trait**: As an action, a creature can light a combuster and throw it at a point up to 120 feet away. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. Whether a fail or a success, the combuster ignites a 5 feet radius around the point of impact with smoldering oil for 5 turns. Creatures that are caught in the blast or start their turns within this radius take 1d6 fire damage.

*A modified grenade fitted to house oil to spread and spill fires, sacrificing some of the initial explosive power. These were typically used to either disrupt small groups, or cause massive fires.*

## Firearm & Weapon Properties

### Firearm properties

* **Firearm**: The firearm property functions as the *Ammunition* and *Loading* properties, except that you can forego one attack or use a bonus action to reload it in order to fire it again on the same turn. Reloading a firearm requires two hands.
* **Spread**: When attacking a target within half this weapon's normal range, roll an additional damage die and add it to the weapon’s damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.

### Ammo properties

* **Bullets**: Bullets are lead spheres used for single target attacks. When loaded with a bullet, a firearm functions as written.
* **Lead Shot**: Lead shot consists of many tiny lead balls that are packed into the barrel of the firearm together. Lead shot can be loaded into any firearm that normally fires bullets. Loading a firearm with lead shot halves its Normal and Long Ranges, but imparts the ***Spread*** property on the attack.
* **Handgunne Balls**: Handgunnes shoot heavy lead balls that are simply smaller versions of cannon balls. The price given is for 1 ball.

## Firearms and Water

Following the rulings of *Firearms of the Realms* by *u/IonutRO*, firearms fired under rain will have the following changes:

* Firearms have disadvantage if directly exposed to rain of any kind, unless the firearm has modifications or enchantments, instead of having a percentage to not fire. A firearm that does not fire wastes the powder used for that shot, but does not waste any ammunition.
* Firearms are unusable under any liquid, unless enchanted.

### Jamming

An unsuccessful attack with a firearm while under the effects of rain or submerged in liquid will become Jammed. A jammed firearm cannot fire until it is cleaned from the unusable powder in the chamber. You can spend an action to unjam the weapon.

## Firearm Modifiers

### Standard (Flintlock)

* **Cost**: None
* **Description**: No changes are made to the weapon's firing mechanism.
* **Effect**: Disadvantage for firing within rain. Unusable in water.

### Isolated Starwheel

* **Cost**: 50gp
* **Description**: The flintlock mechanism is replaced with an isolated wheellock, which protects it from rain and indirect wet sources.
* **Effect**: No penalty for firing within rain. Unusable in water.

### Revolver Cylinder

* **Cost**: 100gp
* **Description**: A small chamber is added to the firing mechanism which revolves after each shot.
* **Effect**: Allows to load the gun with more than 1 bullet per reload. Amount depends per classification.

Ammo Amount
 Blunderbuss
 Arquebus
 Caliver
 Musket
 Handgunne

### Firearm Scope

* **Cost**: 25gp
* **Description**: A small cylinder made of composite metals that hold together two lenses. These lenses allow for more accurate shots.
* **Effect**: Adds half of the weapon's original range to the weapon's current range.

## Powders & Equipment

### Gunpowder

* **Cost**: 1gp/oz (20 Shots)
* **Description**: A gray, volatile powder that smells of burnt metal and sulfur. This powder can be used to fire bullets and shots from guns. If in contact with water, it is rendered completely inert.
* **Effect**: A cheaper, non-magical alternative to smokepowder.

### Smokepowder

* **Cost**: 5gp/oz (20 shots)
* **Description**: A gray, volatile powder that smells of ash and sulfur. this powder can be used to fire bullets and shots from guns. If in contact with water, it is rendered inert, but can be dried if left exposed to the sun for 1d6+2 hours.
* **Effect**: A magical powder that can be used for firearms. Works identical to gunpowder.

### Redpowder

* **Cost**: 10gp/oz (20 Shots)
* **Description**: A bright red hued powder that very quietly sizzles when exposed to the air. Exceptionally volatile to any brash movements. If in contact with water, it is rendered inert, but can be dried if left exposed to the sun for 1d6+2 hours.
* **Effect**: A magical powder, much more potent than smokepowder or gunpowder. Successful attacks gain an additional die to their attack rolls while using this powder.

### Nightpowder

* **Cost**: 20gp/oz (20 shots)
* **Description**: A dark purple powder that absorbs nearby sound. It can be mixed with thick fabrics to make sound-proof material, or to silently shoot something.
* **Effect**: A magical powder that absorbs the sound caused by the shot. All attacks are silent while using this powder.

### Powder Keg

* **Cost**: 2gp
* **Description**: A small lead-lined keg that can be used to store a variety of items, this particular keg can store a variety of powders.
* **Effect**: A wooden container that can hold 240oz of any one type of powder. It will keep the powder fresh for many years, but it is not waterproof.

### Watertight Horn

* **Cost**: 5gp
* **Description**: A small horn-shaped container made from quality leather and tipped with a metal cap to avoid accidental spillage.
* **Effect**: A small container that can store 10oz of any one type of powder. It will keep the powder fresh for many years, but it is not waterproof.

### Waterproof Horn

* **Cost**: 20gp
* **Description**: A beautifully made horn-shaped container made from the finest leathers, perfectly fit by a hermetically-sealing metal cap to avoid accidental spillage.
* **Effect**: A small container that can store 10oz of any one type of powder. It will keep the powder fresh for many years, and it is waterproof.

## Ammo Variations

Note: These are variations for bullets, shots, and handgunne balls.

### **Basic Ammo**

* **Cost**: 5gp (20), Bullets / 5gp (10), Lead / 10gp (5), Handgunne Ball
* **Description**: Ammo made of lead. A staple ammo type of firearms everywhere.
* **Effect**: This ammo type can be modified by adding more to it or around it, such as undergoing a silvering process.

### Silver Ammo

* **Cost**: 5gp (5)
* **Description**: Ammo made of pure silver. Favored between gun-slinging clerics and paladins.
* **Effect**: This ammo is considered magical. Deals an extra 1d10 radiant damage if the target is a fiend, a were-beast (ie, lycanthropes), or undead.

### Incendiary Ammo

* **Cost**: 5gp (5)
* **Description**: Ammo created from several flammable materials, reinforced with lead. Contains small traces of silver.
* **Effect**: This ammo is considered magical. Deals an extra 1d8 fire damage.

### Piercing Ammo

* **Cost**: 1pp (5)
* **Description**: Ammo that has been meticulously refined and tested for peak piercing performance.
* **Effect**: Successful attacks that use this ammo pierce through targets that are Medium size or lower. For each creature within the line of sight of the attack, make a separate attack and damage roll.

### Crystalline Ammo

* **Cost**: 1pp (5)
* **Description**: Ammo that appears to be a small crystal shard. It's beautiful and shiny, almost a shame to use. It is magically protected from damage until coming in contact with heat.
* **Effect**: The weapon's damage changes to Slashing. Successful attacks that use this ammo cause multiple wounds on the target, imposing Disadvantage on their next attack roll and lowering their speed by 10ft until the end of their next turn if they are Medium size or lower. You can only affect a target with this effect once every 24 hours.

## Firearm Enchantments

Note: An enchanted gun is considered to be a magical weapon, whether it is the gun itself or the ammo.

### Phantom

* **Cost**: 5pp
* **Description**: Covers the gun's chamber with an invisible veil of magic. Sometimes when you fire, the bullet is still there.
* **Effect**: If your attack roll is successful, roll a 1d20. On a 18 or higher, the gun does not consume ammo.

### Hydrophobia

* **Cost**: 5pp
* **Description**: Covers the gun in a hydrophobic veil of magic, allowing it to fire under water.
* **Effect**: Allows the gun to be usable under water. Does not impose disadvantage when firing under rain. Half-Damage penalty for firing under water.

### Hydro Ring

* **Cost**: 10pp
* **Description**: A small ring is affixed at the end of the gun's barrel, which temporarily enchants any passing projectiles. The magic lasts for 20 bullets, which then needs a day to recharge. The ring can be removed and re-added to the barrel at any time.
* **Effect**: Bullets no longer suffer half-damage penalty under water.

### Seeking Ring

* **Cost**: 10pp
* **Description**: A small ring is affixed at the end of the gun's barrel, which temporarily enchants any passing projectiles. The magic lasts for 20 bullets, which then needs a day to recharge. The ring can be removed and re-added to the barrel at any time.
* **Effect**: The bullet will seek the nearest hostile target within its traveling path. Does not discriminate!