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Firearms DND

The document provides information on various firearms that can be used in a DnD campaign, including their damage types, ranges, costs, reload times, and misfire chances. It lists ammunition types and their costs. Characters need to spend an action to reload after firing the listed number of shots before reloading or to unjam a misfired weapon. Proficiencies with different tiers of firearms are provided for each class. Feats are also described that enhance the use of one-handed, martial, and heavy firearms.

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John Heater
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0% found this document useful (0 votes)
855 views3 pages

Firearms DND

The document provides information on various firearms that can be used in a DnD campaign, including their damage types, ranges, costs, reload times, and misfire chances. It lists ammunition types and their costs. Characters need to spend an action to reload after firing the listed number of shots before reloading or to unjam a misfired weapon. Proficiencies with different tiers of firearms are provided for each class. Feats are also described that enhance the use of one-handed, martial, and heavy firearms.

Uploaded by

John Heater
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Firearms DnD

Ammo types:
Pellets: 1 GP for 25 pellets (Flintlock, Musket, Gatling Gun)
Shot: 1 GP for 15 shot (Blunderbuss, Hand Cannon)
Bullets: 5 GP for 60 bullets (Revolver, Rifle)
Cannon Balls: 1 GP for 5 balls (Portable Cannon)

Reloading: You may fire the amount of shots equal to the number before having to spend an
action or bonus action to reload. A weapon that is not loaded can not fire.

Misfire: On the result equal to or lower than the misfire value, the weapon jams and you must
spend an action to unjam it.

Light Firearms
Flintlock: 2d4 Piercing, Loading, Light. Ammunition (Range 60/240) Misfire 1, 25 GP
Hand Cannon: 1d8 Bludgeoning, Loading, Light. Ammunition (Range 60/240) Misfire 1, 25 GP
Revolver: 1d6 Piercing, Reloading 6, Light, Ammunition (Range 100/400) Misfire 1, 50 GP

Martial Firearms
Rifle: 3d4 Piercing, Loading, Two Handed, Ammunition (Range 250/600), Misfire 2, 100 GP
Musket: 2d6 Piercing, Loading, Two Handed, Ammunition (Range 100/400), Misfire 2, 100 GP
Blunderbuss: 1d12 Piercing, Loading, Two Handed, Ammunition (Range 75/250), Misfire 2, 100
GP

Heavy Firearms
Gatling Gun: 1d8, Piercing, Reloading (25), Heavy, Two Handed, Ammunition,(Range 150/500),
Misfire 1, 500 GP
Portable Cannon: 3d8, Bludgeoning, Loading, Heavy, Two Handed, (Range 300/750),Misfire 3,
500 GP
Rare Firearms: (Cannot be purchased, may be enchanted)

Light
Dwarven Pistol: 1d8 Piercing, Reloading (12), Light, Ammunition (Range 150/500), Misfire 1

Martial
Dwarven Automatic: 2d6 Piercing, Reloading (6), Two Handed, Ammunition (Range 150/500),
Misfire 1

Dwarven Scatter: 1d12 Piercing, Reloading (6), Two Handed, Ammunition (Range 150/500),
Misfire 1

Heavy
Dwarven Launcher: 4d12 Bludgeoning, Loading, Two Handed, Heavy, Ammunition (Range
150/500), Misfire 1

Dwarven Repeater: 2d10 Piercing, Reloading (50), Two Handed, Heavy, Ammunition (Range
150/500) Misfire 1

Proficiencies: Light Firearms, Martial Firearms, Heavy Firearms

Artificer: All Firearms


Barbarian: All Firearms
Bard: Light Firearms
Clerics: Light Firearms
Druids: N/A
Fighter: All Firearms
Monk: Light Firearms
Mystic: Light Firearms
Paladin: All Firearms
Ranger: Light and Martial Firearms
Rogue: Light and Martial Firearms
Sorcerer: Light Firearms
Warlock: Light Firearms
Wizard: Light Firearms
Feats:

Pistoleer:
When you use the Attack action and attack with a one-handed weapon, you can use a bonus
action to attack with a loaded light firearm you are holding.
You ignore the penalty of firing at a target within 5 feet.

Rifleman:
You ignore the loading quality of Martial firearms in which you are proficient.
You may use a bonus action to unjam a weapon

Heavy Gunner:
You may make two attacks for each attack you can make with a Heavy Firearm with the
Reloading quality.
You may re-roll one die of damage every turn with a Heavy Firearm with the Loading quality.
You may choose to add your strength bonus to Firearm attack rolls and damage rolls rather
than dexterity.

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