You gain the following benefits:
Tool Proficiency. You gain proficiency with tinker's tools, smith's tools, and glassblower's tools.
Bayonet Assembly. Using tinker's tools, you can spend 8 hours and 25 gp worth of materials to construct and secure a bayonet assembly to the barrel of a musket, hunting rifle, or other firearm with the two-handed property. You can take the Use an Object action to attach a dagger or shortsword to the bayonet assembly of a firearm allowing the firearm to be used as a melee weapon in addition to being used as a ranged weapon.
A firearm has the following features when a bayonet is attached and is being used as a melee weapon:
- The weapon uses the same modifiers for attack and damage rolls that would normally apply to the attached dagger or shortsword.
- The weapon does not gain the light or thrown properties of the attached dagger or shortsword.
- The weapon gains the reach property.
- The weapon is considered a pike for any prerequisite or effect that requires a pike.
Silencer. Using smith's tools, you can spend 8 hours and 15 gp worth of materials to construct a silencer. You can take the Use an Object action to attach a silencer to the muzzle of a modern firearm. When a silencer is attached to a modern firearm, the distance to which the weapon's sound can travel is reduced to a 15-foot radius sphere centered on the firearm.
Sniperscope. Using glassblower's tools, you can spend 8 hours and 50 gp worth of materials to construct a sniperscope. You can take the Use an Object action to attach a sniperscope to a firearm with the two-handed property.
When a sniperscope is attached to a firearm you are proficient with, it has the following features:
- The range of the weapon is doubled.
- Attacking at long range doesn't impose disadvantage on ranged attack rolls made with the weapon.
- Your ranged attacks with the weapon ignore half cover and three-quarters cover.
Firearms & Ammunition. You can use tinker's tools to craft bullets and smith's tools to craft firearms for half the usual gold, in a quarter of the normal time (see "Crafting an Item" in Xanathar’s Guide to Everything). The weapon and ammo costs detailed below replace those presented in the Dungeon Master's Guide.
|
Renaissance Item |
Cost |
Damage |
Weight |
Range |
Properties |
|
250 gp |
1d10 piercing |
3 lb. |
(30/90) |
||
|
500 gp |
1d12 piercing |
10 lb. |
(40/120) |
||
|
3 gp (10) |
— |
2 lb. |
— |
— |
|
|
Modern Item |
Cost |
Damage |
Weight |
Range |
Properties |
|
750 gp |
2d8 piercing |
3 lb. |
(40/120) |
Ammunition, reload (6 shots) |
|
|
1000 gp |
2d10 piercing |
8 lb. |
(80/240) |
Ammunition, reload (5 shots), two-handed |
|
|
500 gp |
2d8 piercing |
7 lb. |
(30/90) |
Ammunition, reload (2 shots), two-handed |
|
|
5 gp (10) |
— |
1 lb. |
— |
— |
Previous Versions
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2/18/2022 6:18:10 PM
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2/18/2022 6:19:05 PM
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2/23/2022 4:23:30 AM
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5/30/2022 10:50:42 PM
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5/31/2022 1:21:00 AM
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10/13/2022 2:53:39 PM
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