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Firearm Rules

Firearms are a relatively new invention to the magical worlds’ inhabitants, but are very well known to more technological societies.  They are powerful, dangerous, and highly combustible weapons wielded by the most daring adventurers.  These weapons can be used in certain settings to replace traditional bows and arrows, or can be used to provide a dash of swashbuckling and highway robbery to a campaign.  Firearms use the same rules as ranged weapons, but have additional properties that dictate how they can be used.

Two Weapon Fighting with Firearms

A character with proficiency in firearms can engage in two-weapon fighting with two light firearms.  When they do, they do not include their ability score modifier to the damage rolls of the bonus action attack.

Proficiency

Some species, classes and subclasses may offer a character the ability to gain proficiency in firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Firearm Types

Every modern-age firearm has a special tag that identifies what type of firearm it is.  There are four types of modern-era firearms; Pistol, Rifle, Shotgun, and Mounted.  Most types don’t have rules themselves, but some rules in the game affect firearms of certain types in different ways.

Mounted firearm types must be affixed to a Weapon Mount (see Armor and Equipment) or a creature needs a Strength score of 15 or higher to wield it.

 

Firearm Properties

All firearms use ammunition, and can only use ammunition from the matching age.  Early-age firearms have the loading property (as explained in the Basic Rules) while all modern-age firearms and some advanced-age firearms have the reload property.  Some advanced-age weapons will contain a set number of charges that reset during a short or long rest. Firearms are considered martial ranged weapons for any class feature or other effect that requires a martial ranged weapon.


Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Ammunition expended from a firearm is destroyed and cannot be recovered.  Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). 

Arc. When this weapon strikes a creature it causes an arc of energy to strike a random creature within 5 feet of the target, dealing the additional damage listed in the weapon’s description, of the same damage type.

Attachment. This weapon is capable of receiving attachments from the Attachments section below. A list of available attachments, what firearm types they can be equipped to, and their effects can be found at the end of the modern-age firearms section.

 

Choke.  Chokes can either increase or alter their spray property of a firearm.  They can be attached to Shotgun firearm types.
 

Magazine.  Magazines typically increase the number of rounds a firearm can shoot before needing to reload, but can also provide other benefits.  These can be attached to Rifle and Pistol firearm types.
 

Optic.  Optics can help increase the range or accuracy of a firearm.  They can be attached to any firearm type that is wielded.
 

Barrel.  Barrels can be used to either reduce the noise or recoil of a weapon, potentially affecting its range. These can be attached to Rifle and Mounted firearm types.

Automatic. When you take the Attack action and make a ranged weapon attack with this firearm, you may instead make two weapon attacks at disadvantage. This disadvantage cannot be negated by any means.
 

Charges. This weapon does not use ammunition, but instead has a set number of charges that it regains during a short or long rest.
 

Concealed. This weapon can be wielded while not in view, or without suspicion of other creatures. A creature must succeed a DC 15 Perception check or have a passive perception of 15 or higher to notice your weapon.
 

Light.  A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
 
Misfire.  When you roll a 1 on a d20 for an attack roll with this weapon, that weapon cannot be used again to make a ranged weapon attack until you use an action to fix the issue.
 

Heavy Fire. A weapon with this property can make a normal single-target attack, or it can cover a 10-foot-cube area, or 20 foot horizontal line within its normal range, with a hail of bullets.  Each creature in the area must succeed on a DC 13 Dexterity saving throw or take the weapon’s normal damage. This action uses 10 pieces of ammunition.  After using a firearm’s heavy fire property, that creature must succeed a DC 13 Constitution saving throw or be deafened until the start of their next turn.
 

Reload. If a weapon with this property does not have any more ammunition to fire, a creature must reload it using their choice of an action or a bonus action.  
 

Spray. A weapon with this property can either make a normal single-target attack or it can spray its ammunition in a 15-foot cone from the wielder. Each creature in the area must succeed on a DC 13 Dexterity saving throw or take the weapon’s normal damage on a failed save, or half as much on a success.  This expends all ammunition loaded into an early-age firearm, or 10 pieces of ammunition in a modern-age firearm.
 

Two-Handed.  This weapon requires two hands.  If a two-handed firearm is wielded while prone, the wielder does not suffer disadvantage on their ranged attack rolls with that weapon.
 

Early Age Firearms

Weapon
Cost
Damage
Weight
Properties
Pocket Pistol
100gp
1d8 piercing
1lb
Ammunition (range 20/60), concealed, light, loading, misfire
Pistol
150gp
1d10 piercing
3lb
Ammunition (range 30/90), loading, misfire
Blunderbuss
500gp
4d6 piercing
5lb
Ammunition, loading, misfire, spray, special
Musket
250gp
1d12 piercing
8lb
Ammunition (range 80/240), loading, misfire, two-handed
Long Rifle
300gp
1d12 piercing
8lb
Ammunition (range 120/360), heavy, loading, misfire, two-handed
Bullets (10)
2gp
-
2lb
-

Blunderbuss.  A blunderbuss cannot make a single-target attack, and is only able to use its spray property. Additionally, when you use an action, bonus action, or reaction to fire a blunderbuss, you can make only one attack regardless of the number of attacks you can normally make.

Early Age Firearm
Moder Age Firearms

Modern Age Firearms

Modern Firearm
Cost
Firearm Type
Suggested Rarity
Damage
Weight
Properties
Pistol, suppressed
450gp
Pistol
Uncommon
1d12 piercing
4lb
Ammunition (range 30/90), attachment, reload (15 shots), special
Pistol, modern
450gp
Pistol
Uncommon
1d12 piercing
3lb
Ammunition (range 50/150), attachment, reload (15 shots), light
Pistol, automatic
450gp
Pistol
Uncommon
1d12 piercing
3lb
Ammunition (range 50/150), attachment , automatic, reload (15 shots), light
Revolver
350gp
Pistol
Uncommon
2d8 piercing
3lb
Ammunition (range 60/180), reload (6 shots), special
Rifle, hunting
500gp
Rifle
Rare
2d10 piercing
8lb
Ammunition (range 100/300), attachment, reload (10 shots), two-handed
Rifle, automatic
1000gp
Rifle
Very Rare
2d10 piercing
8lb
Ammunition (range 80/240), attachment, automatic, heavy fire, reload (30 shots), two-handed
Rifle, sniper
1500gp
Rifle
Very Rare
6d6 piercing
30lb
Ammunition (range 300/900), attachment, heavy, reload (1 shot), two-handed, special
Shotgun
500gp
Shotgun
Rare
2d8 piercing
7lb
Ammunition (range 30/90), attachment, heavy, spray, reload (2 shots), two-handed
Shotgun, pump
500gp
Shotgun
Rare
2d8 piercing
10lb
Ammunition (range 30/90), attachment, heavy, spray, reload (6 shots), two-handed
Turret, automatic
500gp
Mounted
Rare
1d6 piercing
25lb
Ammunition (range 60/120), heavy, reload (30 shots), two-handed, special
Light Machine Gun
1000gp
Mounted
Very Rare
4d6 piercing
20lb
Ammunition (range 60/200), attachment , automatic, heavy fire, heavy, reload (50 shots), two-handed, special
Javelin-Strike
1000gp
Mounted
Very Rare
8d10 fire
50lb
Ammunition (range 250/750), attachment, heavy, two-handed, special
Bullets (10)
1gp
1lb
Bullets, Special (10)
-
1lb
Special

Pistol, Suppressed. This pistol can only be heard up to 200 feet away instead of the normal distance a firearm can be heard.

 

Revolver. A revolver is capable of firing Arcane Ammunition.

 

Rifle, Sniper. The wielder must be prone to attack with this weapon without disadvantage. Additionally, if this rifle is used to make an attack against a creature within 60 feet, the attack is made at disadvantage.

 

Javelin-Strike. This weapon mounts on to the side of the wielder's shoulder and contains its own independent guidance system within the payload. As an action, you can make a ranged weapon attack with the Javelin-Strike. On a hit, the payload detonates, dealing 8d10 fire damage to the target. This amount is doubled against objects, structures, and vehicles. Creatures within 10 feet of the target must make DC 15 Dexterity saving throw or take half of this damage on a failure or a quarter of this damage on a success. Once the Javelin-Strike has been used, it is destroyed.

 

Light Machine Gun. While wielding a light machine gun, your movement speed is halved.

 

Turret, Automatic. An automatic turret cannot be used to be a normal ranged weapon attack. As an action, a creature can place the turret on the ground activating it, where it remains in a fixed position until an action is used to deactivate and stow it again. Once placed, the turret shares the initiative count of the creature who placed it and acts immediately after them. It then makes a ranged weapon attack at the closest hostile creature (+5 to hit). If multiple creatures are closest, the turret will fire at the target it most recently fired at. If it has not fired at any of the targets, it is determined randomly.

 

The turret has an AC of 16, 50 hit points, is immune to poison and psychic damage as well as all conditions. The turret automatically fails any saving throw it is forced to make. A creature can not have more than one turret active at a time.

Advanced Age Firearms

Advaned Age FIrearms
Title
Rarity
Damage
Weight
Properties
Fuel Cell
-
-
8 oz.
-
K.G.C.
Very Rare
2d12 force
15lb
Charges (range 120/480), special two-handed
Phaser
Uncommon
2d6 radiant
3lb
Ammunition (range 30/90), reload (25 shots), special
Levistus’ Tears
Rare
2d8 cold
15lb
Ammunition (range 60/180), reload (6 shots), special
Thunderboom
Rare
3d6 thunder
20lb
Ammunition (range 15/30) reload (2 shots), spray, special, two-handed
Blitzgewehr
Legendary
2d10 lightning
25lb
Ammunition (range 60/100), arc (1d8), heavy, reload, special, two-handed
Arc Projector
Very Rare
2d8 lightning
10lb
Ammunition (range 30/60), arc (1d6), heavy, reload (6 shots), two-handed
Ray Gun
Very Rare
2d8 radiant
7lb
Ammunition (range 40/120), automatic , reload (50 shots)
Rifle, Laser
Very Rare
3d8 radiant
8lb
Ammunition (range 100/300), reload (30 shots), two-handed
Rifle, Antimatter
Legendary
6d8 necrotic
8lb
Ammunition (range 80/240), reload (5 shots), two-handed
Pistol, Laser
Rare
3d6 radiant
3lb
Ammunition (range 40/120), reload (50 shots)
Light Repeater
Uncommon
2d6 radiant
3lb
Ammunition (range 30/100), automatic, reload (20 shots), two-handed
Hopper
Uncommon
1d8 force
4lb
Ammunition (range 30/100), light, reload (20 shots)

Blitzgewehr (Legendary).  When this weapon hits its target, it randomly arcs to 3 creatures within 10 feet, rather than to 1 creature within 5 feet.
 

Thunderboom (Rare).  This weapon can not make a single target attack, only spray. Creatures within the spray radius who fail their Dexterity saving throw are also pushed 15 feet away from the wielder.
 

Levistus’ Tears (Rare).  The first time on a turn when a creature is hit with an attack from this weapon, their movement speed is reduced by 10 feet until the end of its next turn. On a critical hit, the target's movement speed is reduced to 0 until the end of its next turn.
 

Phaser (Uncommon).  As a bonus action you can set this phaser to its “Stun Mode”.  While in this mode, attacks made by this weapon are considered non-lethal.  This is the most common advanced age firearm and can be easily found distributed to worthy ambassadors.
 

KGC (Kronation Gravity Cannon) (Very Rare).  The KGC starts with 7 charges and regains 1d6+1 charges at the end of a long rest. When this attack hits its target, creatures within 10 feet of the target must make a DC 15 Strength saving throw or be pulled 5ft closer to the target of the attack.
 

When you use an Action, Bonus Action, or Reaction to attack with the Kronation Gravity Cannon, you can make only one Attack regardless of the number of attacks you can normally make.

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