Firearms
Firearms in the world of Aelor are a relatively recent innovation, showcasing the power magic and technology can unleash when they work in harmony.
Firearms are most deadly in the hands of a skilled Gunner. However, anyone who has proficiency with ranged martial weapons may reliably use guns in combat.
Zaman's Guide to the End of Time
Blunderbuss
Firearm
Uncommon
Ammunition, Loud (1000), Reload (1), Two-Handed
Blunderbusses are firearms boasting a large barrel flared at the muzzle, which fire shot or similar projectiles in a narrow spread at short distances. Proficiency with firearms or Martial Ranged weapons allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 3d4 | Piercing | 20/60 ft |
Cost: 50gp
Weight: 5lb
Zaman's Guide to the End of Time
Musket
Firearm
Uncommon
Ammunition, Loud (1000), Reload (1), Two-Handed
Muskets are muzzle-loaded firearms with long barrels, traditionally reloaded after each shot. Proficiency with firearms or Martial Ranged weapons allows you to add your Proficiency Bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 1d12 | Piercing | 80/240 ft |
Cost: 30gp
Weight: 10lb
Ryoko's Guide to the Yokai Realms
Ōdzutsu
Firearm
Rare
Ammunition, Loud (1000), Reload (1), Two-Handed, Special: Long Reload
Ōdzutsu are martial ranged weapons consisting of handheld cannons, traditionally made of forged iron or cast bronze. Proficiency with firearms or Martial Ranged weapons allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Special: Long Reload. Due to the weight and size of this weapon and its ammunition, reloading the weapon takes two Actions. These actions don’t need to be taken consecutively.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the prone condition.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 4d6 | Bludgeoning | 150/600 ft |
Cost: 150 gp
Weight: 25lb
Zaman's Guide to the End of Time
Pistol
Firearm
Uncommon
Ammunition, Light, Loud (500), Reload (2)
Pistols are one-handed firearms, whose small size and light weight make them especially easy to handle. Proficiency with firearms or Martial Ranged weapons allows you to add your Proficiency Bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 1d6 | Piercing | 40/120 ft |
Cost: 15gp
Weight: 2lb
Zaman's Guide to the End of Time
Revolver
Firearm
Rare
Ammunition, Loud (500), Reload (6)
Revolvers are one-handed firearms with a rotating cylinder that contains several chambers, allowing for greater ammunition capacity. Proficiency with firearms or Martial Ranged weapons allows you to add your Proficiency Bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 1d8 | Piercing | 60/240 ft |
Cost: 100 gp
Weight: 2lb
Zaman's Guide to the End of Time
Rifle
Firearm
Uncommon
Ammunition, Loud (1000), Reload (2), Two-Handed
Rifles are long-barreled firearms boasting superior accuracy due to the grooves on the inside of their barrels, which confer spin to fired projectiles. Proficiency with firearms or Martial Ranged weapons allows you to add your Proficiency Bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 2d6 | Piercing | 120/480 ft |
Cost: 50gp
Weight: 8lb
While firearms used to rely on gunpowder, recent magical breakthroughs have replaced it with arcanite powder, magically charged powder capable of working while wet. A pouch of 10 bullets with sufficient arcanite powder to fire them costs 3 gp and weighs 2 lb.
Bullets and arcanite powder cannot be retrieved after they have been used.
Special Rules
Loud (X). The sound of the weapon being used to make a ranged attack is audible to creatures within a number of feet, specified by the number in parentheses after the Loud property. This range is doubled in echoey locations, such as cave systems.
Reload (X). A number of pieces of ammunition, specified by the number in parentheses after the Reload property, can be loaded into this weapon. Making a ranged attack with the weapon uses one piece of ammunition from the amount within. When the weapon has no ammunition left, a creature must use an Action (or attack action) to reload it before it can be used to make ranged attacks again. A creature can reload a weapon before it runs out of ammunition, replacing or adding to the ammunition already inside, up to the maximum amount the weapon can hold.
Burst Damage. Firearms are a devastating development of modern warfare, capable of cutting through foes with incredible force. When you roll the highest value on a damage die for a firearm, you may roll an additional die of the same type and add it to the damage total. You can apply additional damage in this way a number of times equal to your Proficiency Bonus per round.
Overcharging
All firearms may be overcharged by adding extra powder for a shot. You can use a Bonus Action to add an extra shot of powder to your firearm, adding an extra damage die to its next attack's damage roll.
However, a Critical Miss on an overvcharged attack roll causes the firearm to rupture, rendering it broken and dealing 2d6 piercing damage to the user. When a firearm is broken (DM's discretion), it has Disadvantage on attack rolls until an hour is spent repairing it with either Smith's Tools or Tinker's Tools.
Bombs
Arcanite powder can be used to create a simple explosive. By spending 1 minute of preparation time, you can turn 10 shots into a satchel bomb.
As an action, a creature can light a satchel bomb and throw it at a point up to 20 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
Characters can create more powerful explosives by bundling bombs together. Each additional bomb increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). Once the burst radius of the bundle reaches 20 feet, any damage it deals to structures is doubled.
Satchel bombs can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
Gunpowder
While most gunsmiths consider gunpowder to be antiquated, many cannon crews, pyrotechnicians and frugal gunners continue to use it. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

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