Tasha's Cauldron of Everything adds the gunner feat to the game and I remember meeting someone who received a pistol from a different module. And I have looked the lore and while guns don't exist in Eberron, they DO exist in Forgotten Realms.
So naturally the question is are guns legal in Adventurers League? And if so, how do we get them?
I'd love to play a rifle wielding ranger or a rogue who keeps a pistol up his sleeve for when things get out of hand.
I don't see anything preventing you from taking the feat, but weapon has to be gotten from a module. Only equipment in the PHB (and approved +1 options, but that doesn't help) can be bought.
There are a few modules with a "gun". Keep in mind that these are generally more for flavor and carry no mechanical benefits over other ranged weapons and actually cost more to operate.
Guns require smoke powder and metal slugs to operate. A smith can make the slugs (or a played can but them from the DMG) and if you acquire a gun you also have the ability to purchase smoke powder. It is expensive.
From the season 9 content catalog:
"Smokepowder Packet Wondrous item, uncommon This magical explosive is used to propel a bullet out of the barrel of a firearm. It is stored in tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. Casting dispel magic on smokepowder renders it permanently inert. A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder for 50 gp by a character. Any quantity of smokepowder counts as one single permanent magic item towards your magic item limit. Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc)."
So each shot basically costs 10gp each.
As for finding one - there is a pistol in one of the seasons of Waterdeep Dragonheist and there is a musket in the crypts of Castle Ravenloft in Curse of Strahd.
Tasha's Cauldron of Everything adds the gunner feat to the game and I remember meeting someone who received a pistol from a different module. And I have looked the lore and while guns don't exist in Eberron, they DO exist in Forgotten Realms.
First of all, in page 25 of Eberron, rising from the last war, a goblin is depicted toting a flintlock pistol he stole from a hobgoblin, second, what's canon for the world you create is totally your choice, third, idk about the modules, I knew about guns in waterdeep: dragon heist tho, but again, if it's not AL, it's totally depends on the DM
Curse of Strahd has a gun But there is a weird line about "never become proficient" . and the time investment probably is not what you are looking for.
Guns should be easy to learn how to use. Especially Match-lock firearms, since the whole reason firearms came to be the weapon of choice for armies is because they are easier to learn how to use than crossbows and long bows.
Did Spelljammer add guns to AL or only to Spelljammer AL?
Only in the Spelljammer adventure can you get guns. The Guidance is you only keep them till you run out ammo. Once I got the guidance I told my players to stock up on the ammo when they came across it. Spelljammer didn't even have a new equipment list.
Did Spelljammer add guns to AL or only to Spelljammer AL?
Only in the Spelljammer adventure can you get guns. The Guidance is you only keep them till you run out ammo. Once I got the guidance I told my players to stock up on the ammo when they came across it. Spelljammer didn't even have a new equipment list.
There is also two other places outside of spelljammer where guns including the ability to purchase ammo can be found.
In Curse of Strahd there is a musket in the basement of the castle. AL guidance includes the ability to purchase smokepowder for it.
ALAG p16
"The musket provided here is an oddity in Faerûn and may not be replicated or repaired. One character in the group may keep this item at the end of the session. This item cannot be sold. Black powder doesn’t function in Faerûn, so smokepowder must be used instead. Smokepowder can be purchased for 50 gp a sachet, which contains enough powder for five shots. Any quantity of smokepowder counts as one permanent magic item as it pertains to your magic item limit. Additionally, a character keeping this item can purchase bullets from the Dungeon Master’s Guide. Alternatively, character proficient in smith's tools can craft bullets using the rules in the Player’s Handbook. Ammunition and gunpowder can’t otherwise be purchased. Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc)."
Waterdeep Dragon Heist Chapter 7: Maestro's Fall
ALAG p30
PISTOLS AND SMOKEPOWDER "Firearms are an oddity in Faerûn and can't be crafted or sold. Black powder doesn’t function in Faerûn, so smokepowder must be used instead. Additionally, a character keeping one of these pistols can purchase bullets from the Dungeon Master’s Guide. Alternatively, character proficient in smith's tools can craft bullets using the rules in the Player’s Handbook."
The DMG reference to "bullets" includes both shot and propellant.
In theory, if you have either of these guns then you would also have the ability to purchase smokepowder and/or bullets for other firearms you acquire.
Other than that, the suggestion is to stockpile Smoke powder packets/ammunition from Spelljammer DC adventures which can include them as mundane loot. However, mundane loot does not duplicate and would have to be split among everyone who wants some ammunition.
On a related topic, if you want a laser pistol, laser rifle or both, they are available in the Rime of the Frost Maiden hardcover with the following AL guidance.
"Nautiloid Locations: N2. Cargo Hold. Each energy cell has 10 charges. A character can keep one rifle and one energy cell. After four failures to figure out how to fire and reload the rifle (see Roleplaying the Gnome Ceremorphs, above), it breaks; it’s no longer functional and can’t be sold. This check must be made during a session in the presence of a DM."
No way to find additional ammunition as far as I know and not tradeable so it is mostly for style :)
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Tasha's Cauldron of Everything adds the gunner feat to the game and I remember meeting someone who received a pistol from a different module. And I have looked the lore and while guns don't exist in Eberron, they DO exist in Forgotten Realms.
So naturally the question is are guns legal in Adventurers League? And if so, how do we get them?
I'd love to play a rifle wielding ranger or a rogue who keeps a pistol up his sleeve for when things get out of hand.
I don't see anything preventing you from taking the feat, but weapon has to be gotten from a module. Only equipment in the PHB (and approved +1 options, but that doesn't help) can be bought.
You can get a gun in Waterdeep Dragonheist.
No Gaming is Better than Bad Gaming.
You can get a Ray gun in Rime of the Frostmaiden.
There are a few modules with a "gun". Keep in mind that these are generally more for flavor and carry no mechanical benefits over other ranged weapons and actually cost more to operate.
Guns require smoke powder and metal slugs to operate. A smith can make the slugs (or a played can but them from the DMG) and if you acquire a gun you also have the ability to purchase smoke powder. It is expensive.
From the season 9 content catalog:
"Smokepowder Packet
Wondrous item, uncommon
This magical explosive is used to propel a bullet out of the barrel of a firearm. It is stored in tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. Casting dispel magic on smokepowder renders it permanently inert. A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder for 50 gp by a character. Any quantity of smokepowder counts as one single permanent magic item towards your magic item limit. Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc)."
So each shot basically costs 10gp each.
As for finding one - there is a pistol in one of the seasons of Waterdeep Dragonheist and there is a musket in the crypts of Castle Ravenloft in Curse of Strahd.
Oh I was given a few gun certificates for DM in at cons.
No Gaming is Better than Bad Gaming.
First of all, in page 25 of Eberron, rising from the last war, a goblin is depicted toting a flintlock pistol he stole from a hobgoblin, second, what's canon for the world you create is totally your choice, third, idk about the modules, I knew about guns in waterdeep: dragon heist tho, but again, if it's not AL, it's totally depends on the DM
Mystic v3 should be official, nuff said.
Curse of Strahd has a gun But there is a weird line about "never become proficient" . and the time investment probably is not what you are looking for.
Guns should be easy to learn how to use. Especially Match-lock firearms, since the whole reason firearms came to be the weapon of choice for armies is because they are easier to learn how to use than crossbows and long bows.
I have a gun attached to my character. It is called an Antimatter Rifle and it deals 6d8 necrotic damage
What AL module did you get it from?
Did Spelljammer add guns to AL or only to Spelljammer AL?
"Step right up, folks! Lotsa Luck Joy Juice is on sale now! Get yours before it's gone!"
https://www.dndbeyond.com/homebrew/magic-items?filter-type=0&filter-search=(13+Ghosts)
Only in the Spelljammer adventure can you get guns. The Guidance is you only keep them till you run out ammo. Once I got the guidance I told my players to stock up on the ammo when they came across it. Spelljammer didn't even have a new equipment list.
No Gaming is Better than Bad Gaming.
There is also two other places outside of spelljammer where guns including the ability to purchase ammo can be found.
In Curse of Strahd there is a musket in the basement of the castle. AL guidance includes the ability to purchase smokepowder for it.
ALAG p16
"The musket provided here is an oddity in Faerûn and may not be replicated or repaired. One character in the group may keep this item at the end of the session. This item cannot be sold. Black powder doesn’t function in Faerûn, so smokepowder must be used instead. Smokepowder can be purchased for 50 gp a sachet, which contains enough powder for five shots. Any quantity of smokepowder counts as one permanent magic item as it pertains to your magic item limit. Additionally, a character keeping this item can purchase bullets from the Dungeon Master’s Guide. Alternatively, character proficient in smith's tools can craft bullets using the rules in the Player’s Handbook. Ammunition and gunpowder can’t otherwise be purchased. Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc)."
Waterdeep Dragon Heist Chapter 7: Maestro's Fall
ALAG p30
PISTOLS AND SMOKEPOWDER
"Firearms are an oddity in Faerûn and can't be crafted or sold. Black powder doesn’t function in Faerûn, so smokepowder must be used instead. Additionally, a character keeping one of these pistols can purchase bullets from the Dungeon Master’s Guide. Alternatively, character proficient in smith's tools can craft bullets using the rules in the Player’s Handbook."
The DMG reference to "bullets" includes both shot and propellant.
In theory, if you have either of these guns then you would also have the ability to purchase smokepowder and/or bullets for other firearms you acquire.
Other than that, the suggestion is to stockpile Smoke powder packets/ammunition from Spelljammer DC adventures which can include them as mundane loot. However, mundane loot does not duplicate and would have to be split among everyone who wants some ammunition.
On a related topic, if you want a laser pistol, laser rifle or both, they are available in the Rime of the Frost Maiden hardcover with the following AL guidance.
"Nautiloid Locations: N2. Cargo Hold. Each energy cell has 10 charges. A character can keep one rifle and one energy cell. After four failures to figure out how to fire and reload the rifle (see Roleplaying the Gnome Ceremorphs, above), it breaks; it’s no longer functional and can’t be sold. This check must be made during a session in the presence of a DM."
No way to find additional ammunition as far as I know and not tradeable so it is mostly for style :)