Simple Firearms Rules

Objective: Implement a low-impact group of firearms mechanics intended for use with base classes that is in line with existing ranged options. Introduce new properties and weaponry that fall under existing proficiencies. Counter each new advantage with a new disadvantage. Avoid headache rules such as misfires or reloads.

New Properties

Loud: The value of the Loud property indicates the number of feet away from which a firearm can be heard. The first number indicates a range where it will surely be heard, and the second range is the maximum range the sound travels. Creatures within the second range must make a Perception check with a DC of 12 to discern and locate the gunfire.

Scatter: Scatter firearms deal the user's damage modifier even on a miss, but only if the attack is within the weapon's normal Range.

Scoped: A weapon that is Scoped suffers disadvantage when using ranged attacks within a designated distance.

Bayoneted: A weapon that is Bayoneted can be used to make melee attacks as though they were a simple weapon.

Magnum: Magnum firearms add an additional weapon damage die when a critical hit lands.

New Weapons

Lever Action Rifle

Martial Ranged Weapon

1d10 Piercing damage

75gp

8lbs

Ammunition (Bullets), Range (100/400), Heavy, Loading, Two Handed, Loud (100/400), Magnum

The gun that won the west. Found in the hands of fledgling shooters and legendary gunmen alike, the lever action rifle is a solid choice for just about any job.

Repeater Carbine

Simple Ranged Weapon

1d8 Piercing Damage

40gp

6lbs

Ammunition (Bullets), Range (80/320), Loading, Two Handed, Loud (80/320), Magnum

A lighter version of the lever action, the repeater carbine finds its home comfortably serving nomads, merchants, and thieves.

Coach Gun

Simple Ranged Weapon

2d4 Piercing Damage

50gp

8lbs

Ammunition (Shells), Range (10/40), Loading, Two Handed, Heavy, Loud (100/400), Scatter

A shotgun with two barrels, often used to defend horse-drawn coaches. Just as good for defending the homestead.

Trench Gun

Martial Ranged Weapon

1d10 Piercing Damage

100gp

10lbs

Ammunition (Shells), Range (15/60), Loading, Two Handed, Heavy, Loud (100/400), Scatter, Bayoneted (1d8)

A modern weapon feared for its ability to dominate in intense, close quarters combat. The knife is not for show.

Bolt Action Rifle

Simple Ranged Weapon

1d8 Piercing damage

60gp

10lbs

Ammunition (Bullets), Range (150/600), Heavy, Loading, Two Handed, Loud (150/600)

A simple but effective marksman's weapon. Adequate at taking down game from long range... including the most dangerous.

Sniper Rifle

Martial Ranged Weapon

1d10 Piercing damage

200gp

12lbs

Ammunition (Bullets), Range (200/800), Heavy, Loading, Two Handed, Loud (200/800), Scoped (50), Magnum

An assassin's weapon, built with a scope to eliminate targets from absurd ranges. Death's on the wind.

Derringer Pistol

Simple Ranged Weapon

1d4 Piercing damage

25gp

1lb

Ammunition (Bullets), Range (20/80), Loading, Light, Loud (20/80), Special, Magnum

A tiny pistol frequently carried by poker cheaters and women of the night for self defense. Its small profile grants the user advantage when rolling a check to conceal the weapon.

Revolver Pistol

Martial Ranged Weapon

1d6 Piercing damage

30gp

2lbs

Ammunition (Bullets), Range (30/120), Light, Loading, Loud (30/120), Magnum

The flagship of firearms, the revolver is man's will given the form of six cylinders.