Weapons of Thunder As is the case with any kind of weapon, firelocks come in all shapes and sizes. From the humble pistol to the mighty hand cannon, death by flying lead is as much an art to the killer as it is a science. Firearms Name Cost Damage Weight Properties Pistols Raisin Light pistol 15gp 1d6 Piercing 2lbs Ammunition (range 30/60), light, loading Medium pistol 50gp 1d8 Piercing 2.5lbs Ammunition (range 60/120), light, loading Heavy pistol 110gp 1d10 Piercing 3.2lbs Ammunition (range 60/120), loading Rifles(Longarms) Carbine 80gp 2d6 piercing 5lbs Ammunition (range 80/180), loading, versatile Hunting Rifle 300gp 2d8 piercing 8lbs Ammunition (range 120/300, two handed Heavy Rfile 800gp 2d10 piercing 10lbs Ammunition (range 150/280), Heavy, two handed Long Rifle 1200gp 3d6 piercing 11lbs Ammunition (range 200/500), Heavy, two handed Musket 45gp 2d8 piercing 10lbs Ammunition (range 80/180), loading Scatter Guns Blunderbuss 150gp 3d6 piercing 12lbs Ammunition(range 20/40) loading, Heavy, two handed Long Shotgun 800gp 2d8 piercing 12lbs Ammunition (range 80/120), loading, Heavy, two handed Saw-off shotgun 450gp 3d6 piercing 8lbs Ammunition (range 15/35), loading Shotgun 550gp 2d8 piercing 9lbs Ammunition (range 50/90), loading, Heavy, two handed Special Weapons Hand cannon 1000gp 4d8 bludgeoning 15lbs Ammunition (range 40/80), loading, Heavy, two handed Special Rules Due to the nature of these weapons then have a certain number of limitations that come with them. They often takes time to reload, more than that of a crossbow, and always have a chance to misfire. So here are some rules that try to balance firearm while maintaining their playability All Firearms All firearms misfire on an attack roll of 3 or less. You must spend and action clearing the jam in order to use the weapon again.

Unless specifically stated, Firearms cannot lose the loading property.

Once fired, All enemies within 150ft gain a +10 to perception checks to the shooter. Rifles Other than the carbine, rifles have disadvantage to attacks if you are adjacent to an enemy.

Unless equipped with a bayonet, melee attacks with a rifle have a chance to break the weapon. If you make an attack without a bayonet the weapon breaks on a attack roll of 5 or less. Scatterguns Scatterguns cannot lose the loading property.

They deal full damage at half range and half damage at long range.

When fired at an adjacent enemy, Shotguns deal one extra damage dice if the attack hits.

Shotguns misfire on an attack roll of 5 or less instead of 3. Hand Cannons Hand Cannons take an action to reload.

Small creatures, or medium creatures with a strength score less than 12, that fire a hand cannon must make a DC 14 Strength saving throw or be knocked prone by the kickback. Firearm Options Like many weapons before the invention of the gun, innovation was the key to success in battle. The simple, yet powerful nature of weapons has created a slew of possibilities, both for the mundane and the magical. Below is a large list of options for the enhancement of fire performance. Unless specifically stated, the pricing and rarity of a certain pieces and options is left to the DM.

Attachments The one thing that firearms are good at is the same as what bows and crossbows are good for. To widen the gap, inventors have made a number of simple, and not so simple attachments to better increase the performance of firearms. The space on a single weapon is limited as is represented by attachment slots which are shown in the table below. If a weapon is not shown on this table then it cannot have attachments. Name Attachment slots Heavy Pistol 1 Carbine 2 Heavy Rifle 3 Hunting Rifle 2 Long Rifle 1 Long Shotgun 2 Shotgun 3 Non-magical attachments It wasn't until later on that artificer began to take gun seriously, but before hand the mundane man had to make do with simple mechanical parts and pieces Bayonet A simple blade attached to the front of the gun just under the barrel. Price 12gp

Gives the weapon the ability to be used in melee without risking the weapon. 1d10+Str piercing damage Extra Barrel The simple though time consuming process of attaching another barrel and firing mechanism to a rifle. Price: half the cost of the rifle it’s being attached to.

Adds an extra damage die to successful attacks.

Makes the loading property unable to be removed unless used with a loading chamber.

One Extra barrel may attached to the Sawed-Off Shotgun Loading Chamber A very rare mechanism used to allow the loading of power and bullets at a rapid rate, tripling the fire rate of any rifle. Price: 400gp per barrel

Removes the loading property of the weapon it is attached to.

All barrels must have a loading chamber in order to lose the loading property.

Does not take up a Attachment slot. Sights A series of three small iron pieces on top of the gun made to allow the shooter to aim with more accuracy. Adjustable for distance. Price: 50gp

You may take a Bonus action to aim at a target. While aiming at a target attacks you make against them negate the advantage of half cover up to a distance equal to the three times your wisdom score. Scope A delicate setup of lenses and adjuster to allow for shots to be taken at an incredible distance. Price 85gp

You make take the Aim bonus action, but the effective distance is six times your wisdom modifier instead of three.

Not usable on shotguns

The scope is susceptible to damage from spells such as Shatter even if it is being worn. Pistol Braces Do to the unreliable nature of firearms, its was understood early on that in order for them to be effective, a lot of them would have to fire off either at one time or in rapid succession. The Brace, a series of webbings and holsters, was made so that a number of pistols can be held on one's person at a time. If you are wearing a brace of pistols you do not need to spend a free action to draw a pistol from the brace. Additionally, whenever you take the attack action and use a pistol, or one handed weapon, and if you have a free hand, you may make a additional special attack using one of the pistols in your brace. This action is called Fire from the Brace. Additionally, If you are only using a pistol, and no other weapon when firing from the brace you may do so again a number of times equal to the number of pistols you have stored in the brace with -2 to the attack role of the first shot, then subtracting an additional -2 for each time this is repeated afterward. Shots that are fired from the brace cannot deal sneak attack damage from the rogue's Sneak Attack Feature The pistol brace cannot be worn with heavy armor and provides no additional AC bonuses. Arcane Rifling Once artificers began to take the power of guns seriously, they devised a hundred ways to enchant them. The most effective technique that was discovered was to etch runes into the metal of the gun's barrel, transfering power to the bullet when the weapon fired. Magical Barrels do not count against a weapon attachment slots, but only one type of arcane barrel can be on any one gun, even if that gun has multiple barrels. The magic of the Arcane Riflings is unique in that it provide a lesser echanments passively but the runes are designed to soak up magical energy allowing dramatic, but short, increase in their capabilities. So to use the full power of an Arcane rifling, you must expend the magics in the runes to get their full effect as you are firing the weapon. Once expended, the magics of the barrel become inert and you most roll a d6 at the beginning of your turn. On a roll of 5 or 6 the weapon's magic returns and is ready to be used again.

Acceletoris These runes cause the black-powder to explode with more pressure when sparked, as well as causing the air around the bullet to disperse, creating a vacuum that travels with the bullet up to 50 yards. The bullet loses almost no velocity in that time, and thus massively extends the range and damage potential of a bullet. Can be used on Pistol, and Rifles

Passively, the maximum range of the gun is extended by 150ft or 50ft feet for pistols

You may expend the magics of the barrel to give the your bullet even more acceleration. When you hit a target with an accelerated bullet, if they are a large or smaller creature and not made up of hard material(such as an earth elemental) the shot will puncture through them and can strike a second target directly behind the first, taking half the damage of what the first target took. Cinder shot: It was during an incursion of frost devils that the idea of firing fire from a firearm was first thought of. This Rifling is most commonly used with close range weapons as along with a chunk of lead, a gout of flame is shot out of the barrel. Can be used with in Pistols and Scatter guns

Passively, all shots from an Cinder shot barrel do fire damage.

You may expend the magics of the barrel to create a 10ft line of fire in the direction the barrel is pointing when fired. All creatures caught in the flame must make a DC 14 Dexterity saving throw or take 2d8(Scattergun) or 2d4(Pistol) Fire damage or half as much on a successful save

Misfires on rolls of 3 or less with a weapon that is expending the magics of a Cinder shot barrel damage the gun and it must be repaired in order to function again. Psykin: Some sharpshooters are said to have a mythical ability to control their shots mid flight. While no person has that ability naturally, the Psykin rifling, short for Psycho Kinetic, is a legend making piece of enchantment; turning regular men into undetectable, and perfect killers. Requires a wisdom score of at least 16 to use.

Usable on Rifles

Passively, Once per round, if a shot you fired from a psykin barrel misses, and so long as you are not adjacent to an enemy, or firing at target within 40ft of you, you may reroll the attack once. This reroll cannot cause misfires.

You may expend the magics of the Psykin barrel to cause your bullets to curve around corners, denying an enemy the benefit of full cover.(Up to gm’s discretion of how sharp an angle the bullet can curve) Shade Belcher There is nothing more stunning that suddenly seeing black when shot at. These few seconds are all a good killer needs to finish of someone who is suddenly in a cloud of darkness. Usable in Scatter guns, only.

Passively, while you are wielding a Scatter gun with a Shade Belcher barrel you can become invisible in an area dim-light as an action, and remain so until you move or attack.

You may expend the magics of the barrel to create a cloud of magical darkness in a 15 foot cone in the direction the weapon was fired. This darkness last for one round and cannot be seen through by creatures with darkvision, but can be seen through by the wielder of the weapon that fired it. Stalker: The largest downside to firearms in the amount of sound they make, making them near useless in stealth actions. Of course with magic, many a mage has made that problem null and void May be used on all guns

Passively, while you are carrying a rifle or scattergun with the Stalker barrel attached, you have advantage on stealth checks.

You may expend the magics of a Stalker barrel in order to cause your next shot to produce no sound, smoke, flash, or vibrations. Teletoris: One of the first things sharpshooters are taught is to relocate after they fire. One enchanter took this lesson to heart, or more specifically, his gun. Passively, Your walk speed in 40ft while you are wielding a rifle with the Teletoris barrel.

You may expend the magics of a Teletoris barrel to teleport up to 60ft away to a place you can see, after firing. You cannot do this if you are adjacent to an enemy or are restrained. Mundane and Magical Ammunition Below is a list of different types of ammunition and what weapons can use them. Ammunition Name Price Available Weapons Aeather Shot 15gp(10) Rifles and Pistols Breakshot 25gp(10) Heavy Rifles and Heavy Pistols Buckshot 10gp(10) Shotgun, Long Shotgun Flechette 8gp(10) Scatterguns, Musket Grapeshot 25gp(5) Hand Cannon Red Stripe 75gp(5) Rifles and Pistols Thunder shot 30gp(10) Rifles, Pistols, Shotguns Aeather Shot: The standard magical ammunition used to deal with magical and fiendish entities. Aeather Shot counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Breakshot: Sometimes an target is too tough to crack with regular bullets. The Breakshot works wonder against such targets. When firing at a construct or object made of stone, wood, metal or other hard substance, the breakshot deals an extra 2d8 damage against those targets.

Buckshot: When choosing between a rifle and or a shotgun, some folks are too stubborn to pick and made a special ammunition for it. Buckshot causes attacks made by a shotgun to deal full damage at long range instead of half damage. Flechette: With a package loaded with sharp pieces of metal, or in the case of the musket, a single large spike, the damage that can be dealt at close range with Flechette ammunition is horrendous. When fired from a shotgun, Flechette ammunition creates a 10ft gun in the direction the gun was fired. Each creature in the cone must make DC 14 dexterity saving throw or take 3d6 points of slashing damage or half as much on a successful save. When fired from a musket, Flechette ammunition will pierce and stick into a target. Medium or smaller creature that are stuck with a flechette spike have disadvantage on melee attack rolls. They can pull the spike out with a DC 12 Strength check as a bonus action. Grapeshot: Large crowds make artillery men happy. When fired from a Hand cannon, Grapeshot creates a 25ft cone in the direction the gun was fired. All creatures must make DC 14 Dexterity saving throw or take 4d8 piercing damage. Red Stripe: There has always been a conflict between warriors of powder and warriors of magic. The latter had, for a long time, beaten the former with defensive magics. That was case until the red stripe was invented. When fired from a rifle or pistol, red stripe ammunition can pierce through magical defenses. AC bonuses from spells such as Mage Armor, and Shield , as well as bonuses from magical armor, are negated by the Red Stripe. Thunder shot: Sometimes you just need to knock an enemy of their feet. When fired from a rifle, pistols, or shotgun, a thunder shot strike the target with the force of a lighting bolt. Large or smaller creatures hit by a Thundershot must make a DC 14 strength saving throw or take 2d8 bludgeoning damage and be knocked prone. On a successful save the damage is halved and the target is not knocked prone. Arcane Devices and Explosives The way wars are fought is changing. The technology must folow suit while the old and the stubborn are left behind. Arcane devices and Explosives represent an array of single or multi use items found in the modern fields of battle. Each device and explosive can be thrown a distance equal to your twice your strength score unless otherwise stated. You can only carry five Arcane devices or Explosives at one time. Anytime one is used, unless otherwise stated, the item itself is lost and cannot be recovered. Aeather Bomb There comes a time when someone looks at a standard grenado and thinks "Needs for lighting." Thus, with the death of many a poor assistant, the Aeather bomb was made. Price: 35gp

Counts as an explosive.

Damage can be one of the following types when it is made: Fire, Lightning, Necrotic, or Radiant.

Choose a point within throwing range, every creature within a 20 foot radius must make a dc 15 dex save or takes 3d6 damage of a type that the grenade is made with, or half as much on a successful one. Break Ball Sometimes the enemy is just too rigid in it's defense. The break ball was created to deal with dense lines of infantry and thin defensive walls. Price: 45gp

Counts as an explosive

Choose a point within throwing range. Every creature within a 5ft radius must make DC 15 Strength saving throw or take 2d8 bludgeoning damage and be knocked prone. On a successful save they take half damage and are not knocked prone. The Break ball does 6d8 damage to constructs and structures. Faerie Grenade When it comes to lighting up targets in the dark, Druids had one of the best options. Price: 50gp

Counts as an explosive

Choose of point within throwing distance, the Faerie Grenade has the same effects as the Faerie Fire spell. Formund's Frost Totem Many war fighters were relieved that the standard Aeather bomb was not capable of being safely carried when loaded with cold-snap enchantments. With a pinch of druidic magic however, the warminds made something just as terrible. Price: 50 gp

Choose a point within half your maximum throwing distance, every creature within a 15 foot cone in front of where the totem landed must make a dc 15 dexterity check or suffer 3d8 frost damage and have their speed reduced by 10ft. On a successful save, they take half damage and their speed is not reduced. Grenado The humble grenado came into it's own a while before the actual musket and rifle did. It has a wide variety of deadly uses caused by the explosion but the cheapest solution is the best in this case. Price: 7gp

Choose a point within throwing distance, every creature within a 10ft radius must make a dc 14 dexterity save or take 3d6 piercing damage from the shrapnel. On a successful save, the creature takes half damage. Ikmander's Instant Cover Surprise is a great weapon in war. But General Ikmander was known for his special use of surprise in the form of instant defensive lines, anywhere, on any terrain. Price: 60gp

As an action you can place and activate Ikmander's instant cover. When activated a 4ft tall, 5ft wide wall of ballistic plating springs up facing the direction of your choice. You may hide behind this wall as a bonus action, giving you full cover from enemies in front of you. The wall has an AC 15 and has 30 hitpoints. If the wall is not destroyed reduced to zero hit points, it can be recovered and repaired.

Lamoran's Instant Shield One technique to avoid enemy fire is to deflect it with magic. Since wizards were the only ones capable of this, General Nostro Lamoran commissioned this ability to be made usable by every, or more specifically, his soldiers, who gave Price: 250gp

Must be worn as a shield though it does not prevent you from using two-handed weapons.

As a reaction to being hit by a ranged weapon or spell attack, you may activate Lamoran's instant shield to block the incoming projectile. Any damage done to you is instead done to the shield, which has 15 hitpoints. Any damage that bleeds over is dealt to the wielder as normal. If the shield still has hit points it may be used again, otherwise the shield takes 1d4 hours to recharge. If the shield takes 25 damage or more over one or multiple shots, it is destroyed and cannot be repaired. Lightning Tether A charge is a dangerous thing to stand in front of. The best answer to mobility is punishment of the very act. Price 120gp

As an action you can place a lighting tether into the ground and activate it. Once activated, a 15ft area around the tether becomes a strike zone. Any creature, other than the original user, that enters then leaves the strike zone takes 3d8 lighting damage. If the tether does less than 45 points of damage in ten minutes, it can be recovered, otherwise it is destroyed. Obscuring Pole The elves have always had a good answer to being seen, the Obscuring pole is a newer one meant for the modern battlefield. Price 75 gp

As an action you may place an obscuring pole into the ground and activate it. Once activated a 10ft area around the pole creates a distorted image of everything inside. All ranged attacks made against at target suffer a -5 to hit, but any ranged attacks made from inside the area to a target outside, have disadvantage do to the distortion effect working both ways but dramatically less from the inside. The pole can only be active for up to a minute before it has to recharge for 1d4+2 hours. Phosphorus Fountain Fire will never be outdated in war. In fact, in every other war, there is always a new way to make it The phosphorus fountain is a magically activated mixture of flammable chemical made from dragonkin fire glands. Price: 50gp

As an action, you may place a Phosphorus Fountain on any flat surface, including vertical and upside down ones. If you are within fifty feet of the mine you can activated it with a command word you decide on when planting the fountain. When activated, a fountain of searing hot liquid is sprayed into the air in an 15 fit radius around the fountain. Any creature that starts their turn in the radius of the fountain takes 3d6 fire damage. Shrapnal Bomb Unlike a jury rigged nail-bomb made by desperate rebels, the shrapnel bomb is specifically designed for the task of mass lacerations. Though deadly, the flying pieces of metal are unreliable for distance and armor penetration. Price: 15gp

Counts as an explosive

Choose a point within throwing distance, every creature within a 10ft radius must make a dc 14 dexterity save or take 4d6 slashing damage. On a successful save, the creature takes half damage. Any creature that can be considered to be wearing heavy armor, or any creature with hard skin, such as a construct or earth elemental, take half damage on a failed save and no damage of a successful one. Smoke Bomb Sometimes elven magic isn't available when you need to hide yourself, smoke is just as good however. Price 25gp:

Counts as an explosive

Choose a point within throwing distance. A 15ft radius of smoke appears around where the bomb landed for 1d4 rounds. All creatures inside the smoke are effectively obscured from sight. Tel'Duanin Coctail A bottle makes a great weapon in a bar fight, it makes an even worse tool of death when an elven pyromaniac get a hold of one. Price 35gp:

Counts as an explosive.

Choose a point within throwing distance, every creature must make a DC 14 saving throw or take 2d6 fire damage or half as much as a successful save. On a failed save the target is lit on fire as the flaming oils stick to them and take an additional 2d6 fire damage at the start of their turn. A creature who is on fire may go prone and spend an action to put out the flames.