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We have traveled far and wide to assemble this list of all known gunslinger mods. This technology has the power to change our society forever, make sure it doesn't fall into the wrong hands...

Assembling a weapons mod

Each firearm can accept one of each type of weapons mod unless stated by the mod itself. You can craft a weapons mod and attach it to a firearm by spending 30 minutes with your Tinker’s Tools and expending an amount of resources equal to the mods cost (typically metal). 

Barrel Mods

Double Barrel (100gp)

This barrel mod replaces your existing barrel. Your weapon reload is changed to 2 and your misfire is increased by 1.

Rifled Barrel (25gp)

This barrel mod increases the firearms normal range by 30 ft.

Utility Barrel (50gp)

This barrel mod can hold items roughly smaller than a clenched fist, such as a ring, grappling hook, or stone. The barrel does not protect the items from any damage they may receive from being fired through the gun.

Barrel Attachment Mods - cannot be attached to a blunderbuss

Arcane Silencer (500gp)

This barrel attachment mod has been enchanted with the silence spell. It creates a 3ft by 1ft cylinder of silence around it. The Arcane silencer does not remove a spellcaster's ability to cast spells.

Bayonet (10gp or a shortsword)

This melee weapon attaches to a firearm that does not have the light property allowing you to make melee attacks and opportunity attacks with it.

Small Bayonet (2gp or a dagger)

This melee weapon attaches to a firearm allowing you to make melee attacks and opportunity attacks with it.

Under-Barrel Mods

Air Propulsion System (A.P.S.) (150gp)

This under-barrel mod fires projectiles with the same loudness as a bow and arrow and can be fired underwater. Ranged attacks made with this weapon have a 30ft penalty to their normal range. In addition, it does not damage the ammunition it fires. Your firearms reload is changed to 1

Auto-Loader (150gp)

This under-barrel mod adds 1 to the reload of a firearm. To do so you must expend your reaction after you have made an attack with a firearm.

Barrel Blade (25gp or a Rapier or Longsword)

This under-barrel mod attaches to a two-handed firearm allowing you to make melee and opportunity attacks with it.

Hair Trigger (50gp)

This under-barrel mod attaches to a firearm with the light property. While attached you can use the firearm as a bonus action, and take opportunity attacks with it.

Sight Mods - cannot be attached to a blunderbuss

Arcane Guidance System (A.G.S.) (600gp)

This sentient sight mod shares your vision but cannot suffer from the blinded condition or an effect that causes the blinded condition. If an enemy is concealed by an effect such as smoke or the darkness spell, it can still see them out to a range of 60ft. An enemy concealed by a wall or other hard surface cannot be seen by the A.G.S. When you make an attack roll with a firearm while this mod is attached to it, you can rely on the A.G.S. to direct your aim. When you do so it guides you to the physically closest enemy it can see. You cannot suffer disadvantage from an effect that obstructs your vision when using the A.G.S. to target a foe. The A.G.S. cannot sense an invisible creature. Requires Attunement.

Darkvision Scope (500gp)

This sight mod attaches to the rear of a firearm. When peering through this sight You gain darkvision out to a range of 90ft. If you already have darkvision from your race, its range increases by 30ft while using the scope. Using this scope in bright light causes you to suffer from the blinded condition.

Iron Sight (50gp)

This barrel mod increases the firearms normal range by 30ft.

Marksman's Scope (250gp)

This sight mod attaches to a firearm with the two-handed property. It increases the firearms normal range by 120ft. When using the scope you suffer disadvantage against targets within 30 ft of you.

Specialty Mods - can attach one of each

Elemental Ammo (40gp)

This specialty mod deals Acid, Cold, Fire, Lightning, or Poison damage (you choose when crafting it) when fired from a firearm.

Rebounder (75gp)

This specialty mod is inserted into the breech of a firearm. When the weapon misfires the rebounder safely ejects the spent materials and the weapon doesn't misfire. The rebounder is destroyed in the process.

Sight Mod Switcher (S.M.S.) (350gp)

This specialty mod attaches to the rear of a firearm. While attached it can hold two separate sight mods. As a bonus action, you can swap one sight mod for another or remove both sights from your firearm.

Spring Loaded Arm Mount (S.L.A.M.) (100gp)

This specialty mod can be loaded with a light firearm attaching it to your forearm or wrist. While the firearm is loaded you can draw or stow it as a free action. The firearm is concealed if covered by clothing requiring a successful investigation check (DC 15) to discover.

Previous Versions

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