Black Powder Specialist Build Your Perfect Boomstick. With this new class for the worlds Greatest Role Playing Game

Black Powder Specialist V1.6 Playtest An explosion is heard and a thick black smoke column appears in the distance. A Human emerges from the cloud hair blown back with the tips singed and face covered in soot. On his belt you see tools of the trade pliers, screwdrivers and his trusty grenade bandolier. His hands holding half a blunderbuss barrel blown out. The already poorly constructed roof collapses in on itself. As passersby walk on shaking their head in embarrassment on behalf of the young human. A dwarf dives over a rock and begins to rapidly remove the empty clip of his pistol and replace it with a new one. The dwarf peaks over the rock to see where is target went, as the dwarf peaks over a round whizzes past slamming into the rock sending debris in the air. The dwarf ducks back down and begins to collect itself and then runs from the rock its been hiding behind into a more suited position. All while returning suppressing fire in order to gain the time needed to make it to safety. An orc walks a battlefield covered head to toe in full plate armor, carrying to one side a six chambered minigun with a case of ammo attached to his back. The orc taking hits of magic and explosives but continues onward into the thick of red stained meadow. The orc delivers an overwhelming force of power unleashing a of furry onto his enemies. A hailstorm of iron envelops the battlefield as man and beast alike are brought down by the might of the orc. Craftsmen of a Dangerous art Black powder is to a Specialist as a spellbook is to a wizard. Those who choose to walk this profession have a dangerous road to walk. Specalist's who use black powder are artist who transform this natural substance in explosives used to shock and awe their enemies with the shockwaves caused by this powerful substance. Others in this world covert the power of this powder into a more refined weapon used to fight from afar. Firearms big and small are a staple and tell tale sign of one who uses this dangerous and unpredictable substance. Not for Everyone Not every world created is created with the use of this technology and class. This class was designed with world in mind that was rich in technology and magic. Think World of Warcraft full of guns and magic and airships. If a DM allows the use of gunpowder they are allowed to limit this or expand this class as they see fit. This class was built to be put into a somewhat advance world. But the finding of black powder this technology has advanced to quick which is emphasized by the fact that misfires are treated as a AoE effect and not a small mishap. If your world is rich with gadgets and gizmos then use this class to its fullest extent. If it not, feel free to hinder as you see fit. Like the thousands of gunslinger classes in this world this is just one in a dozen. It was designed that as we know of the real world you can customize your weapons to a fair degree, I wanted to let you do that in the class by providing a system you can use to upgrade your firearms. I will continue to add to the modifications as I play test but what I have made does not limit what you can do just simply where I have stopped.

Black Powder Specialist Level Proficiency Bonus Features Instinct Points 1st +2 Bomb making, 1 2nd +2 Desperate Measures 2 3rd +2 Crucial Instinct, Specialty feature 3 4th +2 Fog of War 4 5th +3 Extra attack, Overwatch 5 6th +3 Specialty feature, Pistol Whip 6 7th +3 Quick Draw 7 8th +3 Eagle eye 8 9th +4 Life is too short 9 10th +4 Killer Instinct , Stable Bomb making 10 11th +4 Specialty feature, Pin Point 11 12th +4 Trial by Fire 12 13th +5 Head on a Swivel 13 14th +5 Superior Overwatch 14 15th +5 Flawless Technique 15 16th +5 Natural Instincts 16 17th +6 Last Stand,Specialty feature 17 18th +6 Legendary Overwatch 18 19th +6 Lasting Effect 19 20th +6 One for all 20 Class Features Hit Points Hit Dice: 1d10 per Black Powder Specialist level

1d10 per Black Powder Specialist level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Black powder specialist level after 1st Proficiencies Armor: Light and medium armor

Light and medium armor Weapons: Firearms, Simple weapons

Firearms, Simple weapons Tools: Tinker tools, Smith Tools

Tinker tools, Smith Tools Saving Throws: Dexterity, Constitution

Dexterity, Constitution Skills: Choose two from Acrobatics, Sleight of Hand, Stealth, History, Investigation, Nature, Insight, Perception, Survival, Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A Shortarm or (b) A Midarm

(a) A Sidearm

(a) Light armor or (b) Medium armor

(a) Dungeoneer’s pack or (b) Explorer's pack

(a) 10 Medium rounds or (b) 10 Small rounds Instinct Points A spark of creativity. No black powder specialist are worth their salt if they don't have a little creativity and ingenuity. Craftsmen of fire and death, these frontiersmen forge a new path made from sweat and metal. Changing battlefields and the art of war forever. As such one needs to have their wits about them not only in their workshops. But in the world at large, constantly using their instinct in new and creative ways. Always expanding their knowledge, always moving forward. Instinct points are restored at the end of every long rest. A Powder Specialist gains the use of special skills and abilities that sometimes requires the use of a saving throw. When these abilities are used, use the following formula to set the appropriate DC needed. Instinct save DC: 8 + Dexterity modifier + Proficiency bonus Bomb Making At 1st level, Through your years of working with black powder you developed a fragile casing filled with black powder, that when thrown explodes on impact. These explosives are used in thinking you had the foresight to create the explosive ahead of time and you are simply now choosing the time to use it. You use a single Instinct point to create a single explosive. Range 20/40. Damage done by all explosives is starts at 1d6 bludgeoning damage with a blast radius of 5 ft. Damage increase by one damage dice per explosion level but the blast radius stays the same. Those caught in the blast must make a Constitution saving throw on a success only taking half damage. Basic Explosives Name Damage Done Instinct points Mini Grenade 1d6 1 Fierce Grenade 2d6 3 Violent Grenade 3d6 5 Desperate Measures At 2nd level if a target is within 5 ft from you. You can spend one Instinct point and a bonus action to throw a handful of black powder at the face of target. Target must make a constitution Save beating your Specialist save or be blinded till the beginning of its next turn. Crucial Instinct At 3nd level, Each time you score a critical hit while in combat, You gain one Instinct point back.

Specialty At 3rd level, Choose a specialty. Which specialty best fits your plans on crafting your masterpiece. Choose between the Explosive specialist, Longarm specialist, Heavyarm specialist, Combustion Specialist, or the Composite Specialist. All detailed at the end of the class description. Fog of War At 4th level Not all powders are black or even act the same way. Whenever you attack you may spend one Instinct point to use an alternate Powder instead of your regular gunpowder. You may choose 2 Powders at 3rd level, and may choose an additional Powders at 7th level and again at 13th level. Critical misses with Experimental Powders cannot be ignored or re-rolled by any means. These variants are as follows: Explosive Powder You may add 1d4 fire damage to the attack’s damage roll, becoming 1d6 at 7th level and 1d8 at 13th level. However, if the attack critically misses you must roll the attack’s full damage against yourself, halving it on a successful DC12 Constitution save.

You may add 1d4 fire damage to the attack’s damage roll, becoming 1d6 at 7th level and 1d8 at 13th level. However, if the attack critically misses you must roll the attack’s full damage against yourself, halving it on a successful DC12 Constitution save. Enhanced Propellant You may double the range of your firearm for this attack. However, if the attack critically misses you are pushed back 30ft. If this would have you collide with any terrain you take normal falling damage.

You may double the range of your firearm for this attack. However, if the attack critically misses you are pushed back 30ft. If this would have you collide with any terrain you take normal falling damage. Double-smoke Powder Your attack behaves as normal, but smoke obscures your exact location providing you with half cover until the start of your next turn. However, if this attack critically misses you gain disadvantage on all attack rolls until the end of your next turn regardless of any other abilities, spells or modifiers.

Your attack behaves as normal, but smoke obscures your exact location providing you with half cover until the start of your next turn. However, if this attack critically misses you gain disadvantage on all attack rolls until the end of your next turn regardless of any other abilities, spells or modifiers. Smokeless Powder You attack behaves as normal, but you are allowed to make to make an attack that does not break your stealth condition to enemies. However, if the attack critically misses all enemies within your secondary range know your exact location.

You attack behaves as normal, but you are allowed to make to make an attack that does not break your stealth condition to enemies. However, if the attack critically misses all enemies within your secondary range know your exact location. Bright-flash Powder Light illuminates the area, giving yourself and your allies advantage on perception checks until the start of your next turn. However, if the attack critically misses you gain the ‘blinded’ condition until the end of your next turn.

Powder Light illuminates the area, giving yourself and your allies advantage on perception checks until the start of your next turn. However, if the attack critically misses you gain the ‘blinded’ condition until the end of your next turn. Concussive Burst Your attack deals an additional 1d6 thunder damage to anything within a 15 ft cone of the weapon’s muzzle, becoming 1d8 at 7th level and 1d10 at 13th level. However, if the attack critically misses you take 1d6 thunder damage and are pushed back 15ft. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack There are no better teachers than time and experience. Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn. Overwatch At 5th level, you can use an action to lie in wait to make an opportunity attack against any enemy that moves or attacks while in your firearm’s range if you have the ammunition to do so. A successful attack gives the following penalties based on when you use it: If a creature is moving, its speed is halved until the end of your next turn.

If the creature is making an attack roll, the attack is made with disadvantage.

If the creature is casting a spell, any creatures targeted by the spell have advantage on saving throws to resist the spell. Pistol Whip When you reach 6th level, Your as talented up close as you are at range. Deal 1d6 bludgeoning damage whenever making a melee attack with a firearm in hand. Quick Draw At 7th level, you become practiced in getting a shot off faster than your opponent. Spend one Insight point to fire your sidearm as a bonus action. Alternatively you can spend 1 instinct point and your reaction to fire your sidearm at initiative order 20. Eagle eye At 8th level, you become comfortable firing at long ranges. Spend two Instinct points during your attack to fire in your weapons secondary range without imposing disadvantage on your attack. Life is too short At 9th level, you know first hand how short life is and how much shorter it can become. As a result you are able to articulate these insights you have made. You get advantage on Persuasion and Intimidation checks when trying to defuse a fight or other heated argument. Killer Instinct At 10th level, Each time you reduce a creature down to 0 hit points, and kill it, you regain a 1 used Instinct point. Pinpoint At 11th level, Spend 2 instinct points to ignore half cover or 3 instinct points to ignore 3/4 cover. Trial by Fire At 12th level, You know your firearms inside and out, and know how to handle a situation before it gets out of hand. Spend 3 Instinct points to negate a misfiring of a firearm. After this skill is used, it may not be used again until the next short rest. You are now resistant to fire damage.

Head on a Swivel Starting at 13th level, you are well aware of your surrondings. Years of exlposives going off around your head has yet to decay your hearing. You gain advantage on initiative rolls and perception checks. Superior Overwatch At level 14, you can now use your Overwatch action to make an opportunity attack at anything that moves or takes an action in your firearm range. If you use an action to perform a superior overwatch action add extra penalties on a hit in addition with overwatch penalties: If a creature is moving, its speed drops to 0 and it can't take reactions until the end of your next turn.

If the creature is making an attack roll, it deals half damage if it hits.

If the creature is casting a spell or making an area of effect attack, it deals no damage to creatures that succeed the saving throw to resist it, and half damage to creatures that fail the saving throw. Flawless Technique At 15th level, You worked with your hands all you life and you only get better with time. Add double proficiency to all checks made with tinker and smith tools. As well as gain proficiency in another artisan tool of your choice. Natural Instincts At 16th level, When you roll initiative and have no Instinct points left, you regain 5 points. Last Stand Starting at 17th level, when your hit points are brought to 0 and you do not die outright, you can, once per long rest, enter a state of limbo in order to keep fighting on before death takes you. You fall prone and can draw your sidearm. You can only make an attack with your weapon once as an action. You can only move 5 feet while in Final Stand, and you cannot Dash or stand up. You cannot add your ability score modifier to your damage rolls. You continue make death saving throws at the end of your turns as normal . If you manage to deal the killing blow to a creature you regain 1 hit point and can use your reaction to stand up. Legendary Overwatch When you reach 18th level, you can now use your Legendary Overwatch action to make an opportunity attack at anything that moves or takes an action in your firearm’s range. If you use an action to perform a Legendary overwatch action add extra penalties on a hit: If the creature is moving, it is stunned and speedis reduced to 0 until the end of your next turn.

If the creature is making an attack roll, it automatically fails that attack roll.

If it is casting a spell or forcing a creature or creatures to make a saving throw, the spell or area of effect attack automatically fails, and creatures do not need to make saving throws. Lasting Effects At 19th level, Whenever you score a critcal hit with an attack from a firearm, the target suffers half the damage at the end of their next turn. One for All At 20th level, Before you make your shot, Declare how many Instinct points you are using. Upon a successful attack your shot will continue to travel though as many targets behind the orginal for as many Instinct points used. Specialties Specialties are designed to focus the seemingly limitless creative potential of black powder. These focuses take the form of the explosive specialist who focus on the more explosive side of black powder to take out enemies in hoards. The longarm specialist that focuses on two handed firearms and dominates the at medium and long range fights. The heavyarm specialist that focuses on overwhelming the enemies with shear numbers rather than precision. The combustion specialist that can take control of the explosions the class is known for. Or the composite specialist, for a more up close and personal use of powder Explosive specialist You have no need for fancy machines limiting your black powder potential. The more the merrier thats your motto, bigger boom, bigger noise, bigger fire. All you need is a solid casing at least one working throwing arm and a bag full of tweaked up bombs and you become a walking force to be reckoned with. Explosive Knowledge At 3rd level, You become practiced in the art of throwing things and making them land where and when you need them. All explosives in your hands have a 30/60ft range and deal 1d8 bludgeoning damage. Spend one Instinct point to throw an explosive without disadvantage. Gain proficiency with the Boomstick, Grenade launcher, and the Rocket launcher weapons. Siege Explosives At 6th level, It doesn't matter what your throwing or where. Anything caught in your blast radius will regret being there, be it man, beast, and especially things. Spend 2 Instinct points to throw an explosive and deal double damage to objects and structures.

The More the Merrier At 11th level, As much as adding bells and whistles add a bit more excitement to the battlefield. Sometimes turning back to your roots just really reminds you where you came from. You can never beat the classics Anytime you craft basic non augmented explosives you do so at a cheaper Instinct point total. Now you craft 3 mini grenades for one Instinct point, Fierce grenades now cost 2 Instinct points, Violent grenades now cost 3 Instinct points Volatile Mix At 17th level, A little elbow grease and some ingenuity goes a long way. Especially when you factor in fire and shrapnel. Spend 3 Instinct points to increase the damage die of your current thrown explosive by 1. For every 2 additional Instinct points thereafter to add another damage die to the attack. Longarm specialist The further away you are from your target the better, its a deadly dance to keep your opponent at bay. You focus on the art of using two handed long barreled firearms ranging from all fire rates and ranges. Longarm Knowledge At 3rd level, You know the ins and outs of your longer barrel weapons. When using a weapon with a single shot fire rate. Use one instinct point to use a bonus action to line up your shot and not suffer disadvantage when firing in your secondary range. Called Shot At 6th level, What's the point of being a further distance away if you don't take time to focus your shots? With all your time looking down your barrel you can now pick and choose what part of target you wish to hit in an attempt to disable them. Spend 1 Instinct point minimum to make a targeted shot on a specific body part in an attempt to weaken your opponent. Target must make a saving throw beating your Specialist save DC or suffer the effects of the pinpointed attack. Head - If your attack hits, the creature must make a Constitution saving throw or be blinded for their next turn.

- If your attack hits, the creature must make a Constitution saving throw or be blinded for their next turn. Torso - If your attack hits, the creature must make a Constitution saving throw or have disadvantage on their next Dexterity or Strength saving throw (whichever comes first) .

- If your attack hits, the creature must make a Constitution saving throw or have disadvantage on their next Dexterity or Strength saving throw (whichever comes first) . Arm - If your attack hits, the creature must make a Constitution saving throw or have disadvantage on their next attack.

- If your attack hits, the creature must make a Constitution saving throw or have disadvantage on their next attack. Hand - If your attack hits, the creature must make a Constitution saving throw or drop one held item of your choice.

- If your attack hits, the creature must make a Constitution saving throw or drop one held item of your choice. Leg - If your attack hits, the creature must make a Constitution saving throw or move at half speed for its next turn.

- If your attack hits, the creature must make a Constitution saving throw or move at half speed for its next turn. Foot - If your attack hits, the creature must make a Constitution saving throw or fall prone.

- If your attack hits, the creature must make a Constitution saving throw or fall prone. Wing - If your attack hits, the creature must make a Constitution saving throw or plummet 60 ft. Roadie Run At 11th level, Plans change and your cover gets blown. You become adapted at adjusting on the fly. You sprint out of wherever you were hiding and make a dash to the next vantage point to continue your fiery rain. As a bonus action spend 2 Instinct points to increase your movement speed by 10 feet and dash as a bonus action. Until the end of your turn add your proficiency bonus to your AC when using your movement action. Overpacked At 17th level, Sometimes you need a bit more firepower than you originally planned for. You pack extra black powder in your firearm in order your deliver a more crushing blow. Spend 2 Instinct points to add an additional damage die to your attack. Heavyarm Specialist You have no use nor the patience for the slow and methodical fighting style of a longarm specialist. Nor do you have the deftness required for making explosives. You instead decide to solve your problems with power and numbers than with brains and swiftness. Heavyarm knowledge At 3rd level, Spending all that time carrying giant boxes of spare parts and black powder back and forth from your workshop you now have the extra strength needed in order to carry all that extra equipment. You gain proficiency with Heavy armor. Suppressing specialist At 6th level, Bigger clips aren't just for show. You know exactly where and when to fire to really pack on the pressure. Because of this you know how to suppress your enemies and not waste any unnecessary rounds. Spend 2 Instinct points to Half the rounds needed for the suppressing action. Bigger is indeed Better At 11th level, You spend most of your life lugging around larger than life firepower. By doing so you developed the muscle mass to make up for it. You no longer need to brace any weapon that has a bulky property. Should the firearm be allowed you are now able to fire a bulky weapon multiple times. War torn Hero At 17th level, Being in the middle of the fight you know what it takes to take down anyone the most cost effective way you know how. Lower the chance for a critical hit by 1 for every 2 Instinct point put into your next shot.

Combustion Specialist Those who train in the ways of both magic and black powder know the best of both worlds. Able to manipulate and control the very explosions that are caused by the marriage of fire and powder. Infused Powder At 3rd level, you learn a ritual that you can perform. Over the course of an hour you may infuse black powder with your personal essence for the sake of hiding,controlling, and sensing powder from other combustion specialists. You are able to sense and manipulate your own infused powder upwards of 500 feet. Powder Sense At 3rd level, You become able to sense the presence of black powder within 120 feet of you. As an action spend one instinct point to ignite any powder you sense. You can not manipulate or sense black powder that has been infused by another Combustion specialist. The cost and amount of powder you can ignite various depending on how much you want to ignite.1 instinct point for a powder horn size, and 3 instinct points for an amount equal to a a powder keg for example. Misdirection At 6th level, whenever you misfire a weapon you can spend 1 instinct points to redirect the misfire into a ten foot cone in the direction of your choice leaving you unharmed. Dealing 1d6 fire damage. Combustion Control At 11th level, your ability to manipulate black powder becomes further refined. Whenever black powder is detonated within 120 feet of you, you may use your reaction to change the point of origin of the explosion within 30 feet of the origin site. This feature may be used to nullify a shot from a firearm, or to redirect powder that you detonate yourself, for example. You can not manipulate explosions caused by the infused powder of another combustion specialist. To redirect an amount equivalent to a powder horn or less requires 1 instinct point to redirect, an amount equal to a a powder keg requires 3 points. Oxidizer At 17th level, anytime you take control over an explosion then you can spend one instinct point and add oxygen into your attack. increasing the explosions damage by one damage die. However you still need to spend the initial instinct points to control the explosion via the combustion control ability. Composite specialist Your body has mutated to produce the components of black powder either by a magical ritual or overexposure to black powder. Your sweat becomes saltpeter, your pores expelled sulfur, and your hands have blacked to the property of charcoal. The sulfur and charcoal act as fuels while the saltpeter acts as an oxidizer. Making you your own personal powder keg Controlled blast At 3rd level, you learn to make a small controlled explosions in the palm of your hand at will. Make an melee spell attack, range touch, that you are considered proficient in, using the strength modifier. On a hit, the target takes 1d10 fire damage. A flammable object hit by this ignites if it isn’t being worn or carried. Spend one instinct point to transform your attack into a 10 foot cube. Hellfire and Brimstone At 6th level, You alter the explosions that you can create and shape them to fit your needs in two new ways Cone: By spending 1 instinct point, you open your hands wide both palms facing forward as a wave of flames and sulfur blanket the area before you. Each creature in a 15-foot cone from you must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Damage increases by 1d6 for every additional instinct point added.

Line: By spending 1 instinct points, you cup your hands together creating a small opening facing away from you directing the explosion. Each creature in a 20-foot line 5 feet wide from you must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Damage increases by 1d6 for every additional instinct point added. Versatile and Resourceful At 11th level, You spent enough time creating and shaping the compounds in your body that you know what is needed to get the most out of every combustion. You can now fire your controlled burst to a range of 10 feet. As well as spending one instinct point to change the damage done by any of your attacks from Fire to Thunder or Bludgeoning. Up Close and Personal At 17th level, You expel bursts from your palms to close the gap between you and your opponents. spend 1 instint point to add an additional 15 ft of movement on your turn. This additional movement can also be used to as fly speed as well.

Firearm Table: Simplified for normal d&d Play Firearm Cost Range Damage Reload Round Type Fire Rate Property Sidearm 100 30/120 d4 6 Small Semi Light Shortarm 150 20/60 d8 4 Medium Single Blowback Midarm 200 100/400 d6 10 Medium Semi Longarm 350 150/400 d10 3 Large Single Bulky Heavyarm 500 80/320 d8 20 Medium Auto Heavy,Blowback Launcher 100 30/90 n/a 1 Explosive Single Firearm Fire Rates Every firearm has a unique setting that dictates how that firearm operates. These fire rates allow special abilities to be used by the firearm at all times when the firearm is in use. They are separated into three categories Single, Semi, and Full. Single Shot When hitting your target is more important than overwhelming them. As a bonus action, line up your shot and gain advantage on your attack. Semi Auto Specializing in short controlled bursts that focuses on both accuracy and damage. As a bonus action, weapons with a Semi Auto firing rate may make another attack action. Full Auto Specializing in shock and awe tactics. Ment to overwhelm the target to reduce the chances of them taking an action or die trying. Suppress Action: As an action, when using a weapon with the Full Auto firing rate. Choose a target to be subject to the suppressed status. Suppress Status Any creature caught in a suppress action and is not behind at least 3/4 cover must make a Dex save on a success target takes half damage on a fail target takes full take damage. Any creature under the suppress status have disadvantage on all attack actions, loses their reaction, and if attempt to run out of suppress while the suppress is still active is subject to an opportunity attack. Single target - 2 rounds

Cone target - 3 rounds for single action. 15 ft cone. Add 5 feet to the cone for every round added in for the attack. Range and Cone must be declared before attack takes place. Round Sizes The size of the round the firearm uses depends on the damage that firearm does. The table below dictates what size round does what damage and what properties are associated with those sizes. The idea is that the smaller the round the smaller the weapon and/or easier to wield. Hence the more unwieldy properties the higher damaging rounds are given. Round Size Properties Round Damage Property Small d4 Hidden Medium d6 or d8 Large d10 or d12 Bulky Heavy 2d12 Bulky/Blowback Firearm Properties Not all firearms are created the same and as such various properties have been put into place to hopefully balance out the stronger properties of the firearms, such as a longarm has increased ranged and damage capabilities but in exchange have trouble firing at closer ranges or by a sidearm you can fight in close quarters but lose the range superiority. Bulky Prerequisite: D10 & D12 Damage only Firearms with the bulky property have to be made stable in order to be fired effectively due to their weight and the damage output. Bulky users must be prone or propped up on waist high cover. You cannot attack more than once during your turn while wielding a bulky firearm. If a firearm is not properly made stable before a shot is fired. User takes 1d10 bludgening damage and falls prone. Blowback Prerequisite: D8 Damage only A firearm with the Blowback property anytime the firearm misfires then the shooter also falls prone due to the kickback from the firearm. The shooter also takes an additional 1d6 bludgeoning damage from the recoil.

Drop shot A firearm with the Drop shot property forces the target to make a Strength Saving Throw, that is made with disadvantage if they’re wearing Heavy Armor. If they fail, they are knocked Prone. Firearms while in your off hand that have this property have the blowback property as well. Heavy Round Loading Firearms with the heavy rounds property require you to reload your firearm by inserting each piece of ammunition one at a time. This property can not be overcome by a feat or skill. Heavyarm Use Heavyarm weapons using a strength modifier unlike the usual dexterity modifier for every other firearm. Hidden Prerequisite: D4 Damage only A firearm with the hidden property can be hidden on a creature's person. Creature makes a Stealth, or Deception check to see how well the firearm is hidden. Launchers Use All Explosives Launchers use grenades as their rounds. Can use one bonus action to reload one grenade or one action to reload two. This property can not be overcome by a feat or skill. Longarm Use when firing Longarm weapons they suffer the most in close range fighting. When firing in short range, all attacks are treated as is firing in point blank range. Sidearm Use Side arms can be fired normally while in melee range and short range. But do not gain the use of the short range bonus. Rounds Retail Prices Assuming that firearms are fairly prominent in your world these prices are set as a simple baseline for retail prices of a firearm shop. DM has final say over restricting or lessing the availability of firearms the the rounds used for them. Size Cost Small (5) 1 gp Medium (3) 2 gp Large (1) 3 gp Heavy (1) 5 gp Mini Gernade 2 gp Force Gernade 3 gp Violent Gernade 6 gp