Firearms

> If a magical or artifact weapon's stated rules conflict with this article, the individual weapon's rules take priority. The same applies for Feats and Gunslinger subclass, except where the Flintlock is concerned.
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## Description

Firearms in the Untamed Wilds are not a new invention, but aren't very widespread, due to the fine precision needed, as well as the creation of the black powder needed to work the weapon. Firearms are only mass produced in three locations in the world: Albion, Otom, and the Citadel of Light. Firearms are also built elsewhere, of course, but only in those three locations are they commonly found. When a mass of firearms are used at once, the result is both deadly for the target, and distracting for the wielders, due to the heavy smoke created.

## Mechanics

Firearm ammunition cannot be recovered. When attacking a target with Heavy Armor, you gain Advantage. If used in rain or if exposed to water, roll a d100 before combat. If under 50, Flintlock weapons cannot be used for 1d6 rounds.

Firing a firearm while hidden reveals you unless you or the target are under the effect of the *Silence* or *Dax Rei's Reverse Silence* spell. Proficiency with Tinker’s Tools lets you clear a jam as an action. If you are using a firearm without proficiency, all reloading takes an action, regardless of feats and class features.

### Damage

#### Rifle

2d8 Piercing. 1d6 Bludgeoning when used as a melee weapon. Range: 70/200 feet. Can attach a bayonet or scope on certain types. Rifles are a Strength based weapon.

#### Pistol

1d8 piercing. 1d4 Bludgeoning when used as melee weapon. Range: 60/160 feet. Pistols are a Dexterity based weapon and do not suffer disadvantage at close range. Offhand pistols work the same as offhand melee weapons and are affected by the Two Weapon Fighting Style and the Dual Wielding Feat.

### Types

#### Flintlock

Fires once, takes a bonus action to reload. On a Nat1, weapon jams and needs one round to unjam. The effective range increases by 30 feet for a rifle, 20 feet for a pistol. The damage is changed from a d8 to a d10. The critical range for the flintlock is a 19-20.

#### Turret

Six shots, then one bonus action to reload each barrel. Can fire with partial load. Barrel jams on a Nat1, takes one round per barrel jammed. Can fire barrels that are not jammed.

#### Clockwork/Revolver

Five shots, one bonus action to reload entire weapon. Jams on a 5 or under. If weapon jams, takes 1d4 rounds to fix.

## Attachments

Only the rifles can accept attachments, which modify the weapon.

### Bayonet

Adds a 6-8 inch blade to the underside end of the barrel that grants 1d8 Piercing with Reach to the melee of the rifle. When holding a rifle equipped with a bayonet, the wielder may perform a Dash toward an enemy and perform a single melee attack with the bayonet. This attack can never be a critical hit. Not compatible with the Directional Lantern.

### Scope

An incredibly rare and fragile attachment that changes the effective range of the rifle by 50 feet. If used as a melee weapon, roll an additional d100. Below a 30, and the scope is broken until a short rest is taken to repair it, requiring Proficiency in Tinker's Tools. if below a 10, the scope is broken irrevocably.

### Directional Lantern

Adds a light source to the underside end of the barrel that casts bright light in a 10-foot cone and dim light for an additional 10 feet. Once lit, it burns for 2 hours on a half-flask (half a pint) of oil. Not Compatible with the Bayonet.

## Related Feats and Classes

### Feats

#### **Rifleman's Repose**

*Prerequisites: Proficiency in Firearms*

You have spent enough time using Firearms that you have reached an almost zen state when it comes to the mechanical nature of loading, firing, and reloading a firearm. Your hands can perform the task faster than most. Musketeers receive this for free when taking the subclass.

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* You may reload a firearm that requires physical ammunition as a Free Action a number of times up to your proficiency bonus. You regain one use per short rest and all uses after a long rest.

### Subclasses

* Musketeer (Fighter)
* Huntsman (Ranger)
* Pistolero (Rogue)