Table of Contents
Gunsmith's Kit
You are on the cutting edge of technology, a fearsome presence of fire and thunder. The gods had made man, and your weapon has made them equal.
Gunsmith's Kit
Gunsmith's Kit include a variety of small hand tools, a rotary tool, metal files, a vial of oil, and a hammer. Gunsmith's Kits weigh 10 lbs and cost 50 gp.
Building Firearms
With your kit, you have the ability to craft weapons out of raw materials and to push your creations out into the world. These firearms can take the form of pistols, rifles, shotguns, machine guns, or even grenades.
To create your firearm, you must first decide what firearm you wish to build and gather the required raw materials, this is abstracted out into a gold value. After spending the required gold, you must then begin working on your firearm. To make progress on your firearm, you must spend at least 4 hours working on it. After the required amount of time to produce the firearm is completed, you must then succeed on a Gunsmith's Kit (Intelligence) check against the DC of the firearm you are creating.
On a successful check, the firearm is complete and ready to be used so long as you have ammunition available. On a failed check, you must spend time on repairs, see the Repairs section for more information.
Cleaning and Maintenance
At the end of every day that you fired a firearm, you must spend 30 minutes cleaning and maintaining the weapon and you must have your gunsmith's kit on you. If you are unable to do this, the DM may decide that your gun is jammed if you roll a 1 on the attack roll and you are unable to use that firearm until you are able to spend time to maintain and clean it. You must do this for every firearm that you fired that day. This can be done over the course of a long or short rest, though maintaining and cleaning multiple firearms may take you too long to gain the benefits of a long rest.
Creating Ammunition
In order for your firearm to work properly, you must produce your own ammunition for the weapon. Upon a piece of ammunition being fired, it is destroyed.
Repairs
If your weapon is ever broken, or you are using the variant rules for Misfiring, you must spend time and gold to fix the weapon. You must spend a quarter of the time it takes to build the weapon and spend a quarter of the firearm's cost in repairs.
After you finish this time and spend the required gold, you must then make an Intelligence (Gunsmith's Kit) check against the DC of the firearm. On a successful check, the firearm is fixed and ready to be used. On a failed check, you must repeat this process by spending the required time and gold to make repairs to the firearm.
Smokepowder
Smokepowder, also known as gunpowder, is a volatile substance used in the creation of ammunition and grenades. You must have access to smokepowder or be unable to produce ammunition.
What is Smokepowder?
If you don't want blackpowder or gunpowder in your world and wish to keep firearms magical in nature, you might consider using smokepowder.
This white powder is the remains of slain Fire Elementals. When a Fire Elemental is killed, it leaves behind a goo known as pyrejelly that burns like slow embers, though it is notoriously sticky and can cause problems for any who try to handle it. It burns for days after the elemental is killed until the last of the fuel sputters out and all that remains is a black hunk of rock. Alchemist are then able to take that blackened rock and mix it with certain chemicals, removing any impurities, and produce a pure white substance known as Smokepowder.
New Weapon Properties
Firearms have special properties related to their use along with requiring special ammunition.
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 Gunsmith's Kit. Each firearm uses its own unique ammunition and is destroyed upon being used.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). You must have one free hand to reload a firearm.
Explosives
Smokepowder Keg / Powder Horn
Setting fire to a container full of smokepowder 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 smokepowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Grenades
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. More information about grenades is available in the weapons section.
Modern Weapons
Name | Cost | Damage | Weight | DC | Time | Properties | |
---|---|---|---|---|---|---|---|
Dart gun | 75 gp | Special | 3 lb. | 10 | 20 hours | Ammunition (range 40/120), reload 1 | This air-dart gun fires a needle via an air compressor. The needle itself inflicts no damage, but it can deliver an injection with any poison to the target. Each dart cost 5 sp, and a vial of poison can coat three darts. You can read more about poisons in the chapter 8 of the Dungeon Master's Guide. |
Pistol, light | 100 gp | 2d6 piercing | 3 lb. | 12 | 28 hours | Ammunition (range 60/180), light, reload 12 | |
Pistol, pocket | 125 gp | 2d4 piercing | 1 lb. | 10 | 20 hours | Ammunition (range 20/60), covert, light, reload 7 | |
Revolver | 125 gp | 2d8 piercing | 2 lb. | 15 | 30 hours | Ammunition (range 50/150), reload 6 | Since the character must insert every bullet one by one, reloading this weapon takes an action. |
Rifle, hunting | 250 gp | 2d10 piercing | 8 lb. | 15 | 28 hours | Ammunition (range 180/540), reload 1, two-handed | |
Shotgun, double-barrel | 250 gp | 2d8 piercing | 7 lb. | 12 | 20 hours | Ammunition (range 30/90), CQB, reload 2, two-handed | |
Taser gun | 50 gp | Special | 2 lb. | 15 | 20 hours | Ammunition (range 15/35), special | A creature hit by a Taser takes 1d4 lightning damage and it must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn. You can use your action in the following turns to deal 1d4 lightning damage and maintain the target paralyzed for up to 4 turns. The Taser must be recharged using one battery after five shots. |
Martial Ranged Weapons | |||||||
Grenade launcher | 375 gp | Special | 12 lb. | 18 | 40 hours | Ammunition (range 40/120), heavy, reload 6, two-handed | This weapon allows you to propel a fragmentation, smoke or tear gas grenade up to 120 feet away. You can target a creature instead using a grenade launcher. On a hit you deal 1d6 bludgeoning damage to that creature, and then the grenade effect occurs. |
Light machinegun | 375 gp | 2d10 piercing | 20 lb. | 16 | 42 hours | Ammunition (range 100/300), autofire, heavy, reload 120, two-handed | |
Machine pistol | 175 gp | 2d6 piercing | 3 lb. | 14 | 32 hours | Ammunition (range 60/180), burst fire, light, reload 20 | |
Pistol, heavy | 150 gp | 2d8 piercing | 3 lb. | 13 | 24 hours | Ammunition (range 60/180), reload 7 | |
Rifle, sniper | 325 gp | 2d10 piercing | 8 lb. | 16 | 32 hours | Ammunition (range 180/540), reload 8, two-handed | |
Rifle, assault | 300 gp | 2d8 piercing | 8 lb. | 18 | 48 hours | Ammunition (range 100/300), burst fire, reload 30, two-handed | |
Shotgun, tactical | 275 gp | 2d8 piercing | 7 lb. | 15 | 32 hours | Ammunition (range 30/90), CQB, reload 6, two-handed | |
Submachine gun | 250 gp | 2d8 piercing | 6 lb. | 13 | 28 hours | Ammunition (range 80/240), burst fire, reload 30, two-handed | |
Ammunition | |||||||
Pistol bullets (20) | 2 gp | 1/2 lb. | 7 | 1 hour | |||
Rifle bullets (20) | 3 gp | 1 lb. | 10 | 1 hour | |||
Shotgun shells (20) | 3 gp | 1 lb. | 8 | 1 hour | |||
Light machinegun bullets (20) | 4 gp | 1 lb. | 10 | 1 hour | |||
Special ammunition | |||||||
Acid (10) | +50 gp | — | +2 | +1 hour | |||
Breaching shotgun shells (10) | +5 gp | — | +1 | +1 hour | |||
Cold (10) | +50 gp | — | +2 | +1 hour | |||
Fire (10) | +50 gp | — | +2 | +1 hour | |||
Holy (10) | +50 gp | — | +2 | +1 hour | |||
Silvered (10) | +50 gp | — | +1 | +1 hour | |||
Caster (1) | +100 gp | - | +4 | +1 hour | |||
XREP shotgun shells (10) | +25 gp | — | +5 | +3 hour | |||
Hollow Point Bullets (20) | +20 gp | - | - | +3 | +2 hour | ||
Non-lethal Bullets (20) | +5 gp | - | - | +1 | +1 hour | ||
Tracer Bullets (20) | +30 gp | - | - | +5 | +3 hour | ||
Explosives | |||||||
Grenade, fragmentation | 25 gp | - | 1 lb. | 15 | 12 hours | ||
Grenade, smoke | 15 gp | - | 1 lb. | 13 | 12 hours | ||
Grenade, flashbang | 20 gp | - | 1 lb. | 14 | 12 hours | ||
Grenade, tear gas | 20 gp | - | 1 lb. | 14 | 12 hours | ||
Grenade, white phosphorus | 25 gp | - | 1 lb. | 15 | 12 hours |
Special Ammunition
Regular bullets don't always cut it when it comes to fighting off the hordes threatening the world. To construct these bullets, you create ammunition like normal but the cost, time, and DC is increased based on the special ammunition.
Breaching Shotgun Shells
Breaching shotgun shells are designed to destroy door deadbolts, locks, and hinges without risking lives by ricocheting or by flying on at lethal speed through the door, as traditional buckshot can. Each one of this shells deals double damage to doors.
Silvered Ammunition
Silvered ammunition follows the same rules detailed in the chapter 5 of the Player's Handbook.
XREP Shotgun Shells
XREP shotgun shells are a long-range wireless electroshock projectiles. A XREP shell deals lightning damage on a hit and the creature must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn.
Alchemical Rounds
Each of these projectiles carries a load of some chemical (or alchemical) material inside, such as white phosphorus (fire) or ultraviolet fluid (holy). When it hits a target, the projectile's shatters, releasing the material directly onto the target. When you hit a creature with an acid, cold or fire ammunition, you deal an extra 1d4 damage. The damage type depends on the type of the ammunition. When you hit a fiend or undead creature with a holy ammunition you deal an extra 1d6 radiant damage instead.
Caster Bullets
A reusable Shell that can store a damaging ranged spell cast into it for later use. The name and level of the spell contained is etched in glowing runes on the side of the shell. The Shell can store spells cast at a higher level and will fire them at the level they were cast. The ritual to recharge the shell takes 10 minutes as well as the casting of the desired spell at the desired level targeting the shell. Pre-charged Caster Shells are rarely available but not unheard of and are sold at a premium equivalent to a spell scroll of the same level. The impact point of the bullet is counted as the target of the spell.
Hollow Bullets
These bullets deal normal damage, and on a hit the target must make a Constitution saving throw DC 12 or begin bleeding at the start of their turn. At the start of every turn, they take 1d4 bleeding damage. This effect lasts until they use an action to staunch the wound or they are healed magically. If you hit a creature with multiple hollow bullets, the damage dealt at the beginning of their turn increases by +1 per bullet.
Non-lethal Bullets
These bullets are designed to deal bludgeoning damage instead of piercing damage. Every time you fire these bullets and knock a creature to 0 hit points, you knock them unconscious instead of killing them.
Tracer Bullets
These bullets can easily be seen as they flash across the battlefield. On a hit, a creature is illuminated by glowing light and they are easier to be seen. The next attack against them gains advantage and if the creature was invisible, they are visible until the next attack against them.
Exotic Materials
Firearms could be crafted from obscure and arcane materials to really make them feel special and unique. A few examples are provided below.
Dragon Bone Stock
By combining portions of a mighty dragon to your weapon, you can choose to infuse your bullets with elemental energy based on the type of dragon bone used. Once per day as a bonus action, you can cause the magic of the dragon bone to crackle around your barrel. For the next minute, all ammunition fired from your weapon is considered magical and instead of dealing piercing damage, deals an elemental damage appropriate for the dragon bone used.
Elemental Powder
Every elemental is different and just as a fire elemental produces smokepowder, other elementals produce their own type of powder. Water Elementals produce a volatile substance that can only fire if submersed in water, allowing you to fire your firearm freely underwater with no penalities. The powder from an air elemental ejects bullets as faster speeds and they travel twice as far as normal, while Earth Elementals produce a powder that causes bullets to deal an additional 1d4 thunder damage on a successful hit.
Dead Man's Trigger
You've taken the essence of a powerful undead and transferred its undead cruelty into your trigger. Once per day, if you are knocked to 0 hit points, you can immediately fire your firearm at the creature who attacked you. You then fall prone and drop whatever you were holding.