Arcane Artillery Framework
Arcane Artillery Framework
Arcane Artillery Framework
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, Shell Loading, 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 3
bludgeoning
Wheellock d10 piercing 400gp 5 lbs Ammunition (range 50/160), Two-Handed, Loading, Misfire 2
Gun
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Special Firearm Examples (Gunsmith DC 8 + max damage)
Use these guns only when firearms and technology are prominent in your world. These are made to give options to gun using
players who wish to grow in power. They are not and will not be properly balanced in a world that uses more primitive weapon
technology. Implement these guns into those games with caution.
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)
Revolver d8 Piercing 2,200gp 3 lbs Ammunition (range 50/180), Light, Reload 6
Hand Cannon d10 Piercing 2,700gp 4 lbs Ammunition (range 60/200), Reload 6
Longarms
Automatic Rifle 2d6 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 30, Automatic(6d6)
Burst Rifle 1d12 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Burst Fire(3d12)
Double Barrel 2d6 2,400gp 11 lbs Ammunition (range 90/300), Two-Handed, Scatter (1d8) Loading,
Shotgun bludgeoning Special
Anti-Material Rifle 3d12 Piercing 4,500gp 18 lbs Ammunition (range 300/1,800), Two-Handed, Loading, Heavy
Shoulder Cannon 4d10 6,500gp 30 lbs Ammunition (range 60/200), Two-Handed, Loading, Bulky, 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 6, Bayonet(1d12
Piercing, Reach), Special
Nock Gun d12 Piercing 5,500gp 20 lbs Ammunition (range 70/210), Two-Handed, Loading, Special
4
Expanded Fighting Styles
You can't take the same Fighting Style more than once, even
if you get to choose again. Giving Classes Guns
Akimbo Shooter These proficiencies are also gained if a class gains
weapon proficiencies when mutliclassed into.
When you take the attack action with a light weapon, you can
use a bonus action to make an attack with a light ranged Artificers and Clerics start with proficiency in
weapon you are holding. You do not add your ability score sidearms and firearms with the scatter property.
modifier to the damage of this attack, unless that modifier is
negative. Barbarians, due to their primitive nature and lack of
understanding of complex technology, such as
Breacher guns, cannot start with proficiency in firearms
When you make a ranged attack at a creature within 15 feet unless already given from another class, archetype,
of you and you roll a 1 or 2 on the damage die, you can reroll feat or special training, unless otherwise approved
the damage die and must take the new roll, even if the by the DM.
number is a 1 or a 2. The weapon must have the scatter
property in order to gain this benefit. Bards start with proficiency in sidearms, muskets,
rifles and carbines.
Deadeye
Druids cannot be proficient in firearms, as they are
You get a +2 bonus to attack rolls you make with martial and always made from metal in some measure. The DM
simple ranged weapons, as well as longarms which do not can make exceptions to this. A character that
have the bulky or scatter property. multiclasses into a druid with proficiency in
firearms can only do so if the DM approves it.
Dueling Edit
When wielding a one-handed weapon in one hand and no Fighters start with proficiency in longarms and
other weapons, you get a +2 bonus to your damage rolls with sidearms. Fighters can choose from the breacher,
these weapons. deadeye, dueling edit, and phalanx fighting styles.
Sniper Monks start with proficiency in sidearms, but they
You gain a +2 bonus to damage rolls if you attack a creature do not count as monk weapons.
further than 30 feet away from you with a ranged weapon or a
firearm that does not have the scatter property. Mystics, Sorcerers, Warlocks, and Wizards get
proficiency in pistols, sawn-off shotguns, dragoons,
Phalanx and flintlock pistols.
You can now wield a two-handed melee weapon, heavy Paladins start with proficiency in longarms and
crossbow, light crossbow, or a longarm with a shield, but you sidearms. Paladins can use firearms for Divine
must use an action to brace the weapon against the shield in Smite, Improved Divine Smite, and any spells that
order to attack with it. The weapon stays braced in this way would require them to take an attack with a melee
as long as you move no more than 10 feet during your turn. weapon before taking effect, but you must be
The weapon loses any benefits you gain from using it with within at least 10 feet of the creature attacked to
two hands while braced. do so. Paladins can choose from the breacher,
dueling edit, and phalanx fighting styles.
Rangers start with proficiency in longarms and
sidearms. Rangers can choose from the akimbo
shooter, deadeye, dueling edit and sniper fighting
styles.
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Buccaneer
New Feats You have mastered the art of dueling with gun and sword, and
Akimbo Master gain the following benefits:
You master the art of wielding two ranged weapons at once. When you use the attack action with a one-handed melee
You gain the following benefits: weapon, you can spend a bonus action to fire a light
You can draw or holster two sidearms when you would firearm you wield in your other hand. You can use this
normally be able to draw or holster only one. bonus action to attack with a one handed melee weapon if
If you are wielding two ranged weapons with the loading you use your attack action with a light firearm.
property, you can ignore the loading property for those While wielding a light firearm and a one-handed melee
weapons, and do not need a free hand to reload them. weapon, you gain a +1 bonus to your AC.
You can wield two one-handed ranged weapons at once, Ignore the loading time and reload action for light
even if they do not have the light property. firearms. You do not need a free hand to load in the
ammunition.
Archaic Gunmaster Heavy Weapons Guy
Prerequisite: Primitive & Misfire Rules implemented Prerequisite: Strength 15
You have become well trained with primitive firearms. You You have strengthened yourself to be able to use large and
gain the following benefits: unwieldy firearms more effectively. If you have the Extra
When you make more than two attacks with a primitive Attack feature, you can use a single one of those attacks
firearm during your turn, the firearm's misfire count does when you use those features with a heavy firearm that has
not increase by 1. the loading property.
These weapons only misfire for you if you roll a 1,
regardless of its misfire number. Mounted Shooting
Ignore the loading property for non-heavy firearms You wield guns with deadly efficiency on mounts. While you
Gunmaster are mounted and aren't incapacitated, you gain the following
benefits:
You are a veritable master with guns, and gain the following
benefits: You get a +1 bonus to attack rolls with firearms while
mounted.
Ignore the loading property for non-heavy firearms. Being within 5 feet of a hostile creature when making an
If you are disarmed, you can use your reaction to draw and attack roll with firearms while mounted does not impose
fire a light sidearm. disadvantage on the attack roll as long as the creature's
Increase the normal range of all firearms you wield by 10. size is smaller than your mount.
You have advantage on attacks rolls against any
Bayoneteer unmounted creature smaller than your mount within your
Prerequisite: Proficiency in firearms firearm's normal range.
You have mastered the art of fighting with weapons attached
to the barrel of your gun. You gain the following benefits: Pistol Whipper
You gain a +1 bonus to damage rolls with bayonets. You are skilled in using guns as melee weapons when and if
You gain proficiency in improvised weapons. they run out of bullets. You increase your Strength or
Firearms with bayonets attached gain a reach of 10 feet. Dexterity ability score by 1, to a maximum of 20, and are now
When you take the attack action with a firearm that has a considered proficient with firearms you use as melee
bayonet attached to it, you can use a bonus action to make weapons. The damage die for these firearms is as follows:
a melee attack with the bayonet at a creature within 5 feet sidearms are d6, and they are considered finesse weapons,
of you. longarms are d8, and heavy longarms are d10. The damage
type for these attacks is bludgeoning.
Close Quarters Shooter
Rifle Master
You have trained yourself in the delicate art of using ranged
weapons in close quarters combat. You gain the following Rifles are complex weapons, but you know just how to make
benefits: every shot count. You gain the following benefits when
wielding a rifle, carbine, or a musket and wheellock gun with
Making an attack with a ranged weapon while within 5 the rifling property:
feet of a hostile creature does not impose disadvantage on
the attack roll. You gain a +1 bonus to damage rolls with these weapons.
You cannot make a ranged attack roll with disadvantage at You can reroll 1s and 2s to damage with these weapons.
any target within 30 feet of you. However, if you would If you roll a critical hit or deal a killing blow with these
normally have disadvantage when making an attack roll weapons, you can use your reaction to take an additional
within this range, such as a magical effect or obscured shot at a creature within 10 feet of the creature hit.
vision, you cannot get advantage on the attack roll either. The normal range of these weapons increases by 10, and
You can make opportunity attacks with ranged weapons. the long range increases by 30.
Your reach for these attacks is 15 feet.
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Scattershot Master Creatures within the area can only move at half speed and
cannot Dash.
You have mastered getting the most effect out of firearms If any creatures move or take an action within the area or
with the scatter property. You get the following benefits: moves into its area for the first time, you can make an
You gain a +1 to attack rolls with these weapons attack against them. You can make this attack for a
Your scattershot damage can target any creature of your number of times equal to half your proficiency bonus. You
choosing within the scatter range of your target. cannot make this attack at the same creature more than
You can reroll 1s and 2s to your scatter damage. once. This attack does not expend ammunition.
Sidearm Master
You have mastered the art of wielding a sidearm with delicate
precision. You gain the following benefits:
You gain a +1 bonus to attack rolls made with these
weapons.
When you take the attack action with a sidearm can use a
bonus action to make an attack roll at a creature within 10
feet of you.
When you roll initiative and are not surprised, you can use
your reaction to draw a sidearm and attack a creature
within its normal range.
Six-Gun Ace
You have perfected the art of shooting with your revolver or
hand cannon. You gain the following benefits:
You gain a +1 bonus to attack rolls with these weapons.
You cannot be disarmed while wielding a revolver or hand
cannon in one hand and your other hand is free.
When you make an attack with your revolver or hand
cannon and are not holding anything in your other hand,
you can use your bonus action to make two additional
attacks against creatures within its normal range. You do
not add your ability score modifier to the damage of these
attacks, unless that modifier is negative.
Superior Marksman
You have perfected the art of the slow, steady kill. You gain the
following benefits when wielding a ranged weapon with the
heavy property:
You gain a +1 to attack rolls with these weapons.
You can use a bonus action to steady your aim. You can
then make an attack roll that can neither have advantage
or disadvantage. On a hit, deal double the weapon’s
damage die.
If you make a ranged attack roll with advantage, you can
reroll one of the attack rolls once.
Suppressive Fire
When you have a firearm with the automatic or burst fire
property drawn, you can use an action to suppress a field of
fire within a 10 foot radius at any point within your weapon's
normal range. This ability expends a number of bullets equal
to half your firearm's total reload count when used. You
cannot take bonus actions if you take this action. You must
have at least half your gun's reload count loaded into your
weapon to use this ability. When you use this ability, you gain
the following benefits until the beginning of your next turn.
Creatures within the area have disadvantage on attack
rolls and Dexterity Saving Throws.
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Credits
Inspired from Matthew Mercer and Taliesin Jaffe from
Critical Role, as well as Firaxis games' XCOM
Table Of Contents
Art Credits - Rules For Firearms (pg. 3)
Magic Gunslingers on the Cover: Privateer Press, - Firearm List (pg. 5)
Warmachine
Vintage Rifles & Steampunk Sniper: Source Unknown - Giving Classes Guns (pg. 7)
Caster: Takehiko Itō's Outlaw Star - New Feats (pg. 8)
Gunslinger Girl: MAX (Marvel Comics) Apache Skies
The Dark Tower Gunslinger: Michael Whelan
Old West Saloon http://danielwachter.deviantart.com/
NCR Ranger: Bethesda Studios
Gunslinger: Kereymbit
Gunslinger Girl: Psycho-Fish on DeviantArt
Old West Town: Found on Pintrest, Source Unknown
Prophet Pistols: Psyonix and Square Enix's Nosgoth
No Mercy Percy http://captainkato.deviantart.com/