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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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