Arcane Artillery Firearms
Arcane Artillery Firearms
Arcane Artillery Firearms
2
Primitive Firearms
Name Damage Cost Weight Properties
Sidearms
Flintlock Pistol d6 piercing 250gp 3 lbs Ammunition (range 30/90), Loading, Light, Misfire 3
Dragoon d8 bludgeoning 300gp 4 lbs Ammunition (range 10/30), Loading, Scatter (1d4), Misfire 3
Pepperbox d8 piercing 800gp 4 lbs Ammunition (range 40/120), Reload 4, Misfire 1
Longarms
Musket d12 piercing 500gp 10 lbs Ammunition (range 70/200), Two-Handed, Loading, Misfire 2
Arquebus 3d4 piercing 200gp 13 lbs Ammunition (range 60/150), Two-Handed, Loading, Heavy, Misfire 4
Blunderbuss d12 900gp 7 lbs Ammunition (range 15/45), Two-Handed, Loading, Scatter (1d6), Misfire
bludgeoning 3
Wheellock Gun d10 piercing 400gp 5 lbs Ammunition (range 50/160), Two-Handed, Loading, Misfire 2
Matchlock d12 piercing 600gp 10 lbs Ammunition (range 80/230), Two-Handed, Loading, Misfire 2
Rifle
3
Special Firearm Examples (Gunsmith DC 8 + max damage)
Name Damage Cost Weight Properties
Sidearms
Automatic Pistol 2d4 Piercing 2,100gp 3 lbs Ammunition (range 40/120), Light, Reload 24, Automatic(6d4)
Burst Pistol d8 Piercing 2,100gp 3 lbs Ammunition (range 30/90), Light, Reload 24, Burst Fire(3d8)
Derringer d4 Piercing 2,500gp 1 lbs Ammunition (range 20/60), Light, Loading, Special
Revolver d8 Piercing 2,200gp 3 lbs Ammunition (range 50/180), Light, Reload 4 6
Hand Cannon d10 Piercing 2,700gp 4 lbs Ammunition (range 60/200), Reload 4 6
Pistolblade d6 Piercing 4,000gp 5 lbs Ammunition (range 40/120), Reload 8, Bayonet(1d6 Piercing/Slashing)
Submachine Gun d8 Piercing 3,500gp 6 lbs Ammunition (range 40/160), Two-Handed, Reload 30, Automatic(3d8)
Longarms
Automatic Rifle 2d6 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 30, Automatic(6d6)
Burst Rifle d12 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Burst Fire(3d12)
Personal Minigun 2d8 Piercing 5,000gp 25 lbs Ammunition (range 100/500), Two-Handed, Reload 60, Heavy,
Automatic(6d8)
Double Barrel 2d6 2,400gp 11 lbs Ammunition (range 90/300), Two-Handed, Scatter (1d8) Loading,
Shotgun bludgeoning Special
Anti-Material 3d12 Piercing 4,500gp 18 lbs Ammunition (range 300/1,800), Two-Handed, Loading, Heavy
Rifle
Shoulder Cannon 4d10 6,500gp 30 lbs Ammunition (range 60/200), Two-Handed, Loading, Heavy, Special
Bludgeoning
Rifleblade d12 Piercing 5,000gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, Bayonet(1d6
Piercing/Slashing)
Gunlance 2d6 Piercing 6,000gp 16 lbs Ammunition (range 70/230), Two-Handed, Reload 4 6, Bayonet(1d12
Piercing, Reach), Special
Nock Gun d12 Piercing 5,500gp 20 lbs Ammunition (range 70/210), Two-Handed, Reload 4 7, Bulky, Special
5
Custom Parts List (Gunsmith DC 8 + Cost/1000, Rounded Down)
Applying And Removing Custom Parts
Any firearm can only have two custom parts at one time. You must build a custom part onto the weapon in order to use it. Doing
so takes 1 week of work (8 hours per day) and 500gp of raw materials. Dismantling a custom part takes one day of work (8 hours)
and 10gp of raw materials. You must dismantle a custom part to build another onto it if your gun is already at its custom part
limit.
Name Weight Usable with Cost Properties
Pistol Grip - Siderarms 3,000gp +1 to attack rolls.
Heavy Barrel 1 lbs Rifles, Carbines 4,000gp Increases the normal range of the gun by 20 feet and the maximum
range by 20 feet. This cannot be combined with Light Barrel.
Light Barrel -1 lb Rifles, Carbines 4,000gp Reduce the normal range of the gun by 5 feet and the maximum range by
10 feet. This cannot be combined with Heavy Barrel.
Tight Choke - Shotguns 4,000gp Add your ability score modifier to your firearm's scatter damage. This
Barrel cannot be combined with Wide Choke Barrel
Wide Choke - Shotguns 4,000gp The range for your firearm's Scatter damage roll is now 10 feet around
Barrel the original target. This cannot be combined with Tight Choke Barrel
Sawn Off -3 lbs Shotguns - Removes the two-handed property from the shotgun and changes its
Barrel classification to sidearm. Lowers the damage die and scatter damage die
by one category. (For example, a d12 die lowers to a d10.) Reduces the
shotgun's normal and maximum range by 10.
Magazine .5 lbs All firearms 7,000gp Increases the ammunition count of longarms by 6, and increases the
Capacity reload count of sidearms by 8. If firearm has the loading property, it loses
that property and gains the reload property instead. (6 rounds for
longarms, 8 rounds for sidearms.)
Rifling - Muskets, 3,000gp +30 normal range, +10 max range. Weapon now uses rifled bullets
Flintlock Pistols, instead of round bullets. Some firearms have this built in inherently.
Arquebuses,
Wheellock Guns
Light Frame -2 All Firearms 5,000gp Gun's weight cannot decrease past 1 lb.
Burst - Rifles 10,000gp Turns firearm into Burst Rifle.
Mechanism
Automatic - Rifles, Pistols 10,000gp Turns the firearm into Automatic Rifle or Automatic Pistol.
Mechanism
Recoil - Firearms with 12,000gp You can add your Dexterity modifier to your Automatic and Burst Fire
Compensator the Automatic or damage.
Burst Fire
Property
6
Siege Equipment Advanced Siege Equipment
This is an expanded list of siege equipment for use in games. Dragon's Maw
Gargantuan object.
Primitive Siege Equipment Armor Class: 22
Hit Points: 300
These are weapons to be used in a setting where firearms Damage Immunities: fire, poison, psychic
and gunpowder are not prominent. Anything more advanced
will be contained in the other category. The Dragon's maw is one of the most fearsome weapons to
be used on the battlefield when sieging large fortifications. It
Crank Gun is a large, metallic boiler in the shape of a dragon, and is
Medium object either remotely piloted by a creature or latched onto a
Armor Class: 16 wheeled support. In order to fire this weapon, it must be
Hit Points: 70 loaded first. It takes three actions to load it and one action to
Damage Immunities: poison, psychic fire it. It shoots out a large burning rock in 500 foot line that
is 15 feet long. Creatures within the line must succeed a DC
Crank guns are miniature weapons that use gunpowder and a 15 Dexterity saving throw, taking 10d6 fire and 10d6
turning mechanism to fire a mass of bullets. Compared to bludgeoning damage on a failed save, and half as much
cannons, they're far lighter and easier to move around, damage on a successful save.
generally being supported by a small wheeled chassis or
tripod mount. It's typically used as an antipersonnel tool Howitzer
rather than a weapon to assault castles. Large object
Before it can be fired, a crank gun must be loaded and Armor Class: 20
aimed. It takes an action to load the weapon, a bonus action Hit Points: 250
to aim it, and an action to fire it. A crank gun has a total of 60 Damage Immunities: poison, psychic
rounds in it, and each shot expends 6 rounds.
Gunfire. Ranged Weapon Attack: +6 to hit, range A howitzer is a seige implement that fires huge shells in a
200/1,000 ft., one target. Hit: 33 (6d10) piercing damage. large arc that explode upon landing. These implements are
Automatic Fire. You can force any creatures of your choice perfect for bombing fortifications, designed to have their
in a 30-foot square centered on a point within your gun's rounds travel over high walls and cover. It's typically built into
maximum range to make a DC 14 Dexterity saving throw, a stationary battery or on a metallic wheeled chassis.
taking 50(10d10) piercing damage on a failed save, and half Before it can be fired, a howitzer must be loaded by two
that damage on a success. This action subtracts rounds from creatures and aimed by two others. It takes two actions to
your gun equal to the number of creatures affected. load it, two actions to aim it, and one action to fire it.
Howitzer Shell. Ranged Weapon Attack: +6 to hit, ignores
Heavy Cannon cover, range 1,000/6,000 ft., one target. Hit: 20d6 bludgeoning
Huge object damage and all creatures within an 60 foot radius sphere
Armor Class: 20 centered on the target must succeed a DC 15 Dexterity
Hit Points: 150 saving throw, taking 36 (8d8) fire damage on a failed saving
Damage Immunities: poison, psychic throw, and half as much damage on a successful save.
A heavy cannon is a much larger device that uses gunpower Mortar
to propel heavy balls of cast iron through the air at Small object
devastating speeds. Armor Class: 15
A heavy cannon requires a much wider support system to Hit Points: 60
move it. Before a heavy cannon can be fired, it must be loaded Damage Immunities: poison, psychic
and aimed. It takes two actions to load the weapon, one
action to aim it, and one action to fire it. Mortars are relatively small weapons that are designed to fire
Heavy Cannon Ball. Ranged Weapon Attack: +7 to hit, explosive shells in a wide arc into enemy fortifications, and is
range 800/3,000 ft., one target. Hit: 55 (10d10) bludgeoning designed to go behind cover. These things are small and easy
damage. enough to be carried by a single creature.
In order to fire this weapon, it must be aimed first. It takes
a bonus action to aim, and an action or bonus action (player's
choice) to fire it. Once it is aimed, it does not need to be
aimed a second time unless it is moved.
Mortar Shell. Ranged Weapon Attack. +6 to hit, ignores
cover, range 500/2,000 ft., one target. Hit: 21(6d6)
bludgeoning damage and all creatures within a 10 foot radius
sphere must succeed a DC 14 Dexterity saving throw, taking
18 (4d8) fire damage on a failed save, and half as much
damage on a successful save.
Heavy Mortar
Medium object
Armor Class: 17
Hit Points: 75
Damage Immunities: poison, psychic
Heavy mortars are larger mortars that function exactly like
their smaller counterparts, but deal more damage.
In order to fire this weapon, it must be aimed first. It takes
an action to aim, and an action or bonus action (player's
choice) to fire it. Once it is aimed, it does not need to be
aimed a second time unless it is moved.
Mortar Shell. Ranged Weapon Attack. +6 to hit, ignores
cover, range 800/3,000 ft., one target. Hit: 28(8d6)
bludgeoning damage and all creatures within a 10 foot radius
sphere must succeed a DC 14 Dexterity saving throw, taking
27 (6d8) fire damage on a failed save, and half as much
damage on a successful save.
Minigun
Medium object
Armor Class: 16
Hit Points: 55
Damage Immunities: poison, psychic
Miniguns are mounted weapons that fire a constant stream of
bullets towards creatures. They tend to be anti-personnel
weapons rather than being used to take down castle walls.
They can even unleash a hail of bullets at concentrated
swarms of enemies to cut them down.
Before it can be fired, a minigun must be loaded first. It
takes an action to load the weapon, and an action to fire it. A
minigun has a total of 500 rounds inside it, and each shot
expends 10 rounds.
Gunfire. Ranged Weapon Attack: +6 to hit, range
500/2,000 ft., one target. Hit: 50 (10d10) piercing damage.
Automatic Fire. You can force any creatures of your choice
in a 30-foot square centered on a point within your gun's
maximum range to make a DC 14 Dexterity saving throw,
taking 77 (14d10) piercing damage on a failed save, and half
that damage on a success. This action subtracts rounds from
your gun equal to the number of creatures affected.
8
High-Tech Firearms
Name Damage Cost Weight Properties
Sidearms
Gauss Pistol 2d4 piercing - 3 lbs Ammunition (range 60/230), Reload 12, Light
Smart Gun d8 piercing - 2 lbs Ammunition (range 50/200), Reload 8, Special
Pulse Pistol d10 plasma - 3 lbs Ammunition (range 60/240), Recharge 40
Beam Pistol d12 plasma - 3 lbs Ammunition (range 40/160), Recharge 60
Longarms
Pulse Rifle 3d6 plasma - 9 lbs Ammunition (range 100/600), Two-Handed, Recharge 100
Beam Rifle 2d12 plasma - 12 lbs Ammunition (range 80/500), Two-Handed, Recharge 120
Pulse Carbine 2d6 plasma - 6 lbs Ammunition (range 50/200), Two-Handed, Recharge 80
Arc Rifle 3d8 lightning - 10 lbs Ammunition (range 90/300), Two-Handed, Recharge 70, Special
Railgun 2d12 piercing, 2d12 - 19 lbs Ammunition (range 800/8,000), Two-Handed, Heavy, Loading
lightning
Mass Driver 3d12 piercing, 3d12 - 19 lbs Ammunition (range 1,000/9,000), Two-Handed, Heavy, Loading
Rifle lightning
Gungnir Laser 5d10 plasma, 5d10 - 24 lbs Ammunition (range 900/8,500), Two-Handed, Heavy, Recharge
radiant 100, Special
Alien Firearms
Name Damage Cost Weight Properties
Sidearms
Disintegrator 6d8 necrotic - 5 lbs Ammunition (range 30/150), Recharge 10, Special
Ray Gun 4d6 force - 3 lbs Ammunition (range 40/200), Recharge 50
Gamma Gun 3d8 fire - 6 lbs Ammunition (range 10/30), Recharge 30
Longarms
Ion Laser 6d6 force - 11 lbs Ammunition (range 90/300), Two-Handed, Recharge 80
Microwave 6d12 fire - 20 lbs Ammunition (range 20/60), Two-Handed, Heavy, Recharge 60
Cannon
Particle Rifle d12 piercing, d12 - 18 lbs Ammunition (range 250/2,000), Two-Handed, Heavy, Recharge
plasma 100, Special
High-Tech & Alien Firearms Arc Rifle. When you succed an attack with this weapon,
These properties are used for the more advanced guns you creatures within 5 feet of the target take 1d8 lightning
include in your games. damage.
Recharge. Guns with the Recharge property have a charge Gungnir Laser. You can make a special attack with this
that they expend with each pull of the trigger. Every attack laser. Creatures within the gun's range must succeed a DC 8
made with these weapons expends 5 rounds. Once the + your proficiency bonus + your Dexterity modifier Dexterity
recharge count reaches 0, you must replace or recharge the saving throw, taking the gun's damage on a failed save, and
battery to use it again. You use an action to replace batteries. half as much damage on a successful save.
Recharging a battery requires attaching it to a power source Disintegrator. If damage from this gun brings a creature to
for at least 12 hours. 9 hit points, it disintegrates into a pile of ash, and cna only be
Smart Gun. As long as you do not make an attack roll at brought back with a wish or true ressurection spell, or equally
long range, attacks with this weapon are made with powerful magic.
advantage. If you roll a critical hit, the target has Particle Rifle. You can attack creatures behind total cover
disadvantage on attack rolls and saving throws until the end with this weapon if you are aware of them. These attacks are
of your next turn. made with disadvantage. Your attacks with this weapon
ignore half and three-quarters cover.