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You are adept at using guns effectively.

  • You gain proficiency with Firearms.
  • If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.
Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Ammunition materials

NAME COST QTD DAMAGE TYPE WEIGHT CRAFT CD MATERIALS
Gunpowder 1g 100 pd Fire 1 lb. Alchemy 14 0.75 Saltpeter, 0.15 Charcoal, 0.1 Sulfur
Metal Capsule 10pp      
Tinker Tools or Blacksmith 10
500g of low quality metal alloy
Primer 10pp       Tinker Tools 13 1g of Silex or another fire initiator
Soft Capsule 10pp       Tinker Tools 10 some type of leather, rope, plant, leaf, animal guts etc

 

Bullets

NAME COST QTD DAMAGE TYPE WEIGHT CRAFT CD MATERIALS
Common 50pp 10 piercing 3 lb. Tinker Tools 10 500g of hard metal, 10 metal capsules, 10g of gunpowder, 10 primers
Explosive 2g 1 1d12 fire 3x3 feet on impact 10 lb. Tinker Tools 15 100g of hard metal, 50g of lead, 50g of gunpowder, 1 metal capsule, 1 soft capsule, 2 primers
Burst 60pp 1 from 3d6(nearest) to 1d4(farthest) piercing, 5 feet cone 5 lb. (80/320) 20 metal bearings, 20g of gunpowder, 1 capsule, 1 primer
Rebound 70pp 10 piercing 10 lb. (15/60) same as common bullet + a type of viscous animal fluid
Ruber 10pp 10 non lethal 25 lb. (200/800) 500g of animal cartilage, 10 capsules, 10g of gunpowder, 10 primers
Pepper shot 15pp 1 status: Blind 10 lb. Alchemy 11 200g of pepper or similar, 1 metal capsule, 1 soft capsule, 1 primer
Poison 50pp 10 status: Poison 3 lb. Alchemy 14
10ml of poison, 10g of hard metal, 1 soft capsule, 1 metal capsule, 10g of gunpowder, 1 primer
Adrenalin 2g 1 heal 1d8 temporary hitpoints 10 lb. Alchemy 18
10ml of poison, 10ml of reagent, 10g of soft metal, 1 soft capsule, 1 metal capsule, 10g of gunpowder, 1 primer
Highlighter 60pp 1 Brings light to a 100m area for 15 seconds 5 lb. (80/320) 100g of alchemy fire, 20g of gunpowder, 1 metal capsule, 1 soft capsule,2 primer
             

Firearms

Name Cost Ammo Damage Weight Range Properties
Short Pistol  50g 2g (20) 1d6 piercing 1 lb. (40/160)
Light, reload 1, misfire 1
Revolver 150g 4g (20) 1d8 piercing 3 lb. (60/240)
Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Two-handed, reload 1, misfire 2
             

 

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