Firearms

Firearms count as unique ranged weapons that require their own weapon proficiency to wield. Damp firearms are likely to misfire, and gain disadvantage on attack rolls. Wet powder and guns cannot fire.
Some firearms require their target to make a saving throw. Any saving throws caused by firearms that you are wielding are made against your trick shot DC. Siege weapons use their own weapon save DC.

## Firearm Rules

### Crafting Firearms

Due to their complex and rare nature, firearms may be difficult or even impossible to purchase. However, given time and resources, you can craft your own firearms and ammunition using your tinker’s tools and blacksmith’s tools. The cost of crafting each weapon is listed in the Firearms table below. Your DM may decide how long it takes to craft your weapons, depending on the size and cost of the weapon, but you should at least be required to succeed on several tinkering and smithing checks over the course of a few days to construct and proper sight a firearm. Similarly, your DM may determine how much time you need to refine different firearms.

### Misfires

 1
 2-3
 4-6
 7-9
 10

When you make an attack roll with a firearm and the result on the die is a 1, your weapon misfires. Roll a d10 and refer to the Random Misfire table below. If the weapon is broken, you must spend an action to clean it before it can be fired again. If you are not proficient with firearms, the weapon misfires if the number on the die is a 3 or lower.

### Damage Improvement

As you become more skilled in wielding and crafting firearms, you find ways to improve your work to devastating results. When you reach 5th level in the gunslinger class, and again at 11th and 17th levels, you may increase the damage you deal with your firearm by the damage dice given in the damage improvement column from the table below.

### As Melee Weapons

* A bayonet can be affixed to a firearm and used as a close-range piercing weapon. A firearm with a bayonet can be treated as a shortsword if it is one-handed, or as a spear if it is two-handed. You are proficient with bayonets if you are proficient with firearms. You cannot attach a bayonet to the pistoletta, hand mortar, hand cannon, or repeating rifle.

* You can craft special combination weapons that infuse firearms with martial weapons using your Tinker’s tools. You can combine a pistol with a rapier or longsword, or a musket with a halberd or pike. You can also discuss less conventional gunblade combinations with your DM. Whatever the combination, your gunblade does not have an additional material cost beyond the cost of the weapons required to craft it. You are proficient with both melee and ranged attacks using your gunblade only if you are proficient with both of its component weapons.

### Tripod

Two-handed firearms can be placed on a tripod to assist with aiming. You must spend an action to set up or take down a tripod. A weapon set on a tripod ignores disadvantage within its second range increment. You move at half speed while carrying a tripod that you have not disassembled.

### Ammunition

Each firearm uses its own unique ammunition, but the material cost for bullets is the same for all firearms.

* Due to their complex nature, firearms generally take a great deal of time to reload, making them unsuited for reuse during intense combat. As a gunslinger, you know the intricacies of your creations, and your deft fingers can reload them quickly enough to be ready to fire on your next turn. Any firearm that has the loading property can only be fired once per turn, regardless of the number of attacks you can make. If you are not proficient with a firearm that you are wielding, the weapon counts as having the cumbersome reload property.
* Instead of using a weapon’s normal ammunition, you can fire a flare from any simple firearm. The flare can travel as far as the weapon’s second range increment, and emits bright light in a 60-foot radius, and dim light for another 60 feet. The flare burns for 3 rounds before it sputters out. If you hit another creature with a flare, ignore the normal damage of your firearm and use the flare’s damage instead.
* The flamespitter burns oil as its ammunition. When you upgrade to fire your flamespitter in a line, it requires flammable gas. You can fire eight times using a gallon of fuel, both liquid and gas (1 flask of oil = 1 shot). The cost and weight of both types of fuel is shown in the ammunition table below.

* The hand mortar and bombard fire rounds packed with black powder that are designed to detonate on impact. Alternatively, the bombard can be loaded with siege cannonballs.
* Cannonballs are simple and relatively cheap to craft for their size. Hand cannonballs are about palm-sized, while cannonballs used for siege weapons are the size of a large melon.

### Refining Firearms

  +1 firearm
  +2 firearm
  +3 firearm

By spending additional time and resources to refine your firearms, you can grant your weapons a bonus on rolls to hit and damage. Each bonus can only be created once you reach a certain level as shown in the table below. To upgrade a firearm to a +2 or +3 bonus, it must have already received all of the previous upgrades. The cost of each bonus is added to the cost of the previous bonus and to the cost of the weapon itself. You cannot apply this bonus to weapons with the scatter, explosive, or siege properties.

## List of Firearms

### Firearm Properties

* This weapon does not gain normal damage improvements. Instead, when you reach 5th level in the gunslinger class, you can attack twice with this weapon instead of once, as if you have the extra attack feature. The number of attacks increases to three at 11th level, and to four at 17th level. If you do not have the extra attack feature, you do not gain any additional attacks with this weapon.
* This weapon requires a full minute to reload. You must devote your actions and both hands to continue reloading during this time. Taking an action or using your hands for anything other than reloading interrupts the process for that round.
* Any creatures in a 30-foot line must make a Dexterity saving throw, taking the full damage of the attack on a failed save, and half the damage on a successful save. At 11th level, you can upgrade the weapon’s range to fire in a 30-foot cone.
* You may choose a creature or a point on the ground as your target. Any creatures within 10 feet of this target must succeed on a Dexterity saving throw, or take the full damage of the shot and be knocked prone. A creature takes half damage on a successful save. When you misfire with this weapon and roll a 1 on the random misfire table, the ammunition detonates on you.
* This weapon is a massive siege weapon, and requires at least two people to operate. The weapon requires a full minute to reload, or half as long if three people are manning it. The weapon must be aimed as an action before it can be fired. This weapon does double damage to walls and structures. Creatures in the weapon’s line of fire must make a Dexterity saving throw against the weapon’s save DC, or take the full damage of the weapon and be knocked prone. The bombard and siege cannon both have a default weapon save DC of 18, but the DM may choose a different save DC depending on the constructors of the weapon, its condition, or other factors.
	+ When you are providing cover fire, you may provide cover multiple times up to the number of attacks you can make with a single action.
* This weapon requires a tripod or some kind of object to rest on (such as a low wall) to operate. Any creatures in a 90 foot line must make a Dexterity saving throw against the shooter’s grit save DC or take the full damage of the attack, taking half damage on a successful save.
* When this weapon is fired, the ammunition hits its target one full round later. The target can be completely obscured behind a wall or similar structure up to 200 feet tall, provided that there is a clear path in an arc between the bombard and its target (up to the DM’s discretion). Any creatures within 30 feet of the point of impact must succeed on a Dexterity saving throw, or take the full damage of the shot and be knocked prone. A creature takes half damage on a successful save. The final point of impact can shift up to 60 feet away from the intended target. The DM rolls a scatter die to determine the direction and distance that the shot waivers. If you are proficient with siege cannons, you may reduce this distance by an amount up to 5 x your proficiency modifier.
* This weapon requires a tripod or some kind of object to rest on (such as a low wall) to operate. Any shots made without a tripod are made at disadvantage.

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