Firearms

     Name                       Cost                Damage             Weight              Properties

Flintlock Pistol

25gp

1d8 Piercing

5lb

Ammunition range (50/100), loading, light

Flintlock Rifle

30gp

1d10 Piercing

15lb

Ammunition range (80/240), loading, heavy

Long Barreled Riffe

35gp

1d8 Piercing

15lb

Ammunition range (200/400), loading, heavy

Pepperbox Pistol

30gp

1d4 Piercing

5lb

Ammunition range (50/100), light, 3 shot

Pepperbox Rifle

40gp

1d8 Piercing

10lb

Ammunition range (80/240), 3 shot, heavy

Blunderbuss

40gp

1d8 Piercing

15lb

Ammunition range (15ft cone), loading, heavy, unstable

Rotating Rifle

150gp

1d10 Piercing

15lb

Ammunition range (80/240), 5 shot, heavy

Sharpsman

300gp

1d12 Piercing

20lb

Ammunition range (200/400), 

2 shot, loading, heavy

Firearm Rules firearms have different properties explained below. One property all firearms have is possibility of backfiring. If you roll a 1 or 2 for your attack roll with a firearm it will jam and backfire causing you to take damage.

 Level       DMG

1-5

1d6

6-10

1d10

11-15

2d10

16-20

2d12

Masterwork any gun can be bought master work for 5x listed price. Masterwork reduces backfires do attack rolls of 1. And adds +1 attack bonus and +1 damage bonus

For Unstable weapons masterwork reduces the chance of backfire to 1 or 2.

Unstable backfires on a 1, 2, and 3

“X” shot whatever number X equals to is the amount of times the weapon can be fired in 1 round.

Attachment: these items can be attach to pre existing weapons ask DM if you have questions whether the item can attach to another.

Created By Joshua Paugh

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */