Guns, Bullets, and Bombs
Rules for 1800s era Firearms by u/platinumsketch
Contents
Firearms.........................................................................................3-4
Class Proficiencies.......................................................................3
Properties.......................................................................................3
Firearms and Artillery Table......................................................3
Special Firearms and Artillery...................................................4
Modifications................................................................................4-6
Firearm Frames Table.................................................................5
Modifications Table......................................................................5
Forced Fire....................................................................................6
Forced Enchantments.................................................................6
Arcane Misfire Table....................................................................6
Ammunition......................................................................................7
Ammunition Table........................................................................7
Explosives and Grenades.............................................................8
Explosives and Grenades Table................................................8
Feats...................................................................................................9
Optional Rules..............................................................................10
Credits..............................................................................................11
Change Log....................................................................................12
Given how extraordinarily different firearms are from swords, Sie
Firearms axes, bows, and other weapons seen in 5e, firearms have their weap
Classes and practice give way to skill with firearms, own unique properties. The following is a list of the properties mean
something that is likely to shape your character. There are unique to firearms, with the property being listed next to the Siege
many types of firearms, with the following detailing them and firearm that has it in the Firearms table. Additionally, these that t
their rules; yet no matter the weapon, so long as you are properties may be added to firearms via modifications. These are co
proficient with them, you may prove yourself to be a better properties assumes that firearms are muzzle loaded or tube being
duelist. fed, and semiautomatic. need
Automatic. Unlike other firearms, which are assumed to be requi
Class Proficiencies semi automatic, automatic firearms can fire multiple pieces of and p
ammunition separately. By using your action and 5 bullets, weap
Much as seen with the pre-existing weapons in 5e, classes, you can force all creatures in a cone the size of the first range the at
feats, and backgrounds may provide you with proficiency in a increment to make a Dexterity saving throw, with the save DC Fire a
certain weapon type. In the case of firearms, often this equal to 8 + your Dexterity modifier (+ your Proficiency bonus other
proficiency involves pistols; but can involve the harder to use, if proficient). On a success, no damage is taken, with the
but stronger firearms such as rifles or Gatling guns. The creature taking damage equal to the amount listed.
following is a list of the classes in the Player's Handbook for Breechloaded. A breechloaded gun is easier and quicker to
5e and what firearm proficiencies they gain. load. A firearm with the Breechloaded property can be fully
Barbarian. Given their propensity towards martial melee reloaded as a bonus action instead of an action.
combat, Barbarians gain no firearm proficiencies. Double. With two barrels, firearms with this property tend
Bard. Due to their tendency towards skill in everything, to fire faster. If a firearm with the Double property is fired
Bards gain proficiency with Pistols and Revolvers. using the Attack action, you can use your bonus action on the
Cleric. Though religion may stand in the way of violence, same turn to fire it again, so long as you have the necessary
most Clerics have no issue using force, though they are ammunition and it doesn't need to be reloaded.
selective. Clerics are proficient with Revolvers and Shotguns. Explosive. Items and weapons with the explosive property
Druid. Since they tend to have a dislike of metal and all deal damage in a large area. The damage or effect of the
things mechanical and civilized, Druids gain no proficiency explosion is determine by the weapon or item used, with the
with firearms. explosive property listing the radius of the Explosion next to
Fighter. Master of all weapons and fighting styles, even the property, with an example being Explosive (5ft); meaning
here. Fighters have proficiency with Pistols, Revolvers, Rifles, that the attacks of this weapon have a radius of 5 feet. All
and Shotguns. creatures in the radius of the explosion must make a Dexterity
Monk. As hand-to-hand and melee combat specialists, saving throw or suffer the effects of the item, with the exact
monks do not gain proficiency with fire arms. effects listed by the item. The save DC equal + your Dexterity
Paladin. Dispensers of holy justice, paladins tend to smite modifier (+ your Proficiency bonus if proficient).
while in melee, yet they are capable warriors regardless. Concealed. Items with this property are often very small
Paladins have proficiency with Pistols and Revolvers. and easily hidden on your person. Items with the Concealed
Ranger. Defenders of civilization and nature alike, what property can be hidden on your person over the course of a
Rangers wield varies, but tends to be capable at a distance. minute. If done so, it takes a DC 15 Perception check to
Rangers are proficient with Pistols and Rifles. notice the item. Alternatively, you can make a Dexterity
Rogue. Assassins or just petty thieves, Rogues kill all the Sleight of Hand check to hide it on your person, taking the
same, but prefer to do so silently or from a ways away. Rogues number rolled as the Perception check DC necessary to
are proficient with Pistols and Rifles. notice the item.
Sorcerer. Even though they wield inborn magic, Sorcerers Misfire. A unique feature to firearms, this represents the
tend to have a fail safe. Sorcerers are proficient with Pistols. chance for the firearm to fail. All firearms have this property,
Warlock. Though they may have trained prior to gaining with the number next to Misfire representing the number and
their powers, the gaining of such rarely leads to skill with all numbers lower than it. If the numbers listed are rolled,
more than basic firearms. Warlocks are proficient with then the firearm is considered Jammed and can not be fired or
Pistols. loaded again until you spend a bonus action to fix the firearm.
Wizard. A majority of a Wizard's time rarely goes towards Reload. Much as with the loading property, this means that
anything but studies and practice, leading them to have little a firearm has limited ammunition and an action must be spent
more than a basic understanding on firearm use. Wizards are to replenish it. Next to reload there is a number which
proficient with Pistols. represents the number of shots that can be fired before an
action is needed to reload. Additionally, it only takes an action
Properties to reload a firearm when you are loading half or more of the
ammunition. Otherwise it is a bonus action to reload.
Firearms and Artillery
Name Cost Damage Weight Properties
Artillery
Cannon 2000 gp 6d10 b. 850 lb. Ammunition (range 300/3,000), Misfire (2), Reload (1), Siege
Coehorn 1800 gp 4d10 b. 60 lb. Ammunition (range 150/5,000), Misfire (2), Reload (1), Siege, Special
Heavy Rocket 1500 gp 8d10 p. 200 lb. Ammunition (range 600/2,000), Explosive (15), Siege, Special
Light Rocket 500 gp 4d10 p. 18 lb. Ammunition (range 200/2,000), Explosive (5), Siege, Special
Medium Rocket 1000 gp 6d10 p. 42 lb. Ammunition (range 400/2,000), Explosive (10), Siege, Special
Pistol
Pistol 5 gp 1d8 p. 2.5 lb. Ammunition (range 60/240), Light, Misfire (2), Reload (8)
Pocket Pistol 3 gp 1d6 p. 2 lb. Ammunition (range 20/80), Concealed, Light, Misfire (4), Reload (1)
Revolver
Revolver 8 gp 2d4 p. 2.5 lb. Ammunition (range 80/320), Light, Misfire (3), Reload (6)
Rifle
Carbine Rifle 12 gp 1d10 p. 8 lb. Ammunition (range 80/320), Misfire (2), Reload (10), Two-Handed
Double Rifle 20 gp 1d10 p. 12 lb. Ammunition (range 100/400), Double, Misfire (4), Reload (2), Two-Handed
Rifle 15 gp 1d10 p. 10 lb. Ammunition (range 100/400), Misfire (3), Reload (10), Two-Handed
Sniper Rifle 50 gp 1d12 p. 12 lb. Ammunition (range 1,000/4,000), Misfire (4), Reload (1), Two-Handed
Shotgun
Coach gun 15 gp 2d6 p. 6 lb. Ammunition (range 20/60), Double, Misfire (4), Reload (2)
Shotgun 15 gp 2d6 p. 8 lb. Ammunition (range 30/90), Misfire (3), Reload (4), Two-Handed
Special
Gatling gun 1000 gp 3d8 p. 160 lb. Ammunition (range 30/120), Automatic (3d6), Misfire (4), Special
Hand Mortar 40 gp — 8 lb. Ammunition (range 40/160), Misfire (3), Reload (1), Special
Gatling Gun. Designed to give constant, supporting fire,
Special Firearms and Artillery
Similar to the lance and net in that they do not follow the Gatling guns forgo many otherwise ordinary firearm actions. Mo
conventional rules, the following are weapons with the special Gatling Guns have 400 bullets, with each action taken to fire A fire
property. the Gatling Gun taking 10 pieces of ammunition, and attach
Coehorn. Small, basic mortars designed for sieging and Automatic fire taking 40 pieces. but ca
artillery support. Coehorns are light and easy to carry, but Hand Mortar. As with all firearms, the Hand Mortar's Addit
become vulnerable as the enemy progresses forward. All ammunition varies. The Hand Mortar uses Grenades as Fram
attacks made within to first range increment of the Coehorn ammunition, with the effects of the grenade occurring when it
are made at disadvantage, with the second range increment is fired. No matter the effect of the Grenade used, if the attack
requiring an Aim check or else be at disadvantage as well. misses, it still lands within 5 feet of the chosen target, with all
Double Rifle, Double Barrel Shotgun. Created with the saves being made at advantage.
intent to fire quicker than ordinary rifles and shotguns, Heavy, Medium, Light Rockets. Unlike all other firearms
Double Rifles and Double Barrel Shotguns have two barrels and artillery pieces listed, Heavy, Medium, and Light Rockets
which can be fired in quick succession. When you take the can only b used once. However, you can attach up to 10
attack action and fire either of these firearms, you can fire it (multiplied by your proficiency bonus if proficient in artillery),
again as a bonus action so long as you have the ammunition with all of these rockets being able to be fired at once. If they
required and it need not be reloaded. are fired in such a way, all attacks are at disadvantage, but the
damage is dealt to all creatures within a radius equal to the
Firearm Frames
Name Cost Damage Weight Properties
Pistol
Pistol 5 gp 1d8 p. 2.5 lb. Ammunition (range 60/240), Light, Misfire (2), Reload (8)
Pocket Pistol 3 gp 1d6 p. 2 lb. Ammunition (range 20/80), Concealed, Light, Misfire (4), Reload (1)
Revolver
Revolver 8 gp 2d4 p. 2.5 lb. Ammunition (range 80/320), Light, Misfire (3), Reload (6)
Rifle
Carbine Rifle 12 gp 1d10 p. 8 lb. Ammunition (range 80/320), Misfire (2), Reload (10), Two-Handed
Rifle 15 gp 1d10 p. 10 lb. Ammunition (range 100/400), Misfire (3), Reload (10), Two-Handed
Sniper Rifle 50 gp 1d12 p. 12 lb. Ammunition (range 1,000/4,000), Misfire (4), Reload (1), Two-Handed
Shotgun
Shotgun 15 gp 2d6 p. 8 lb. Ammunition (range 20/60), Misfire (3), Reload (4), Two-Handed
Modifications
Name Cost Weight Properties
Barrel
Double Barrel 10 gp 3 lb. The firearm gains the Double property and Reload (2), and Misfire increases by 1
Long 10 gp 1 lb. The firearm's range increases as follows (20/40), and Misfire increases by 1
Short 10 gp -1 lb. The firearm's range decreases as follows (20/40), and Misfire decreases by 1
Enchantment Enchanted firearm's attacks are magical
Arcane 500 gp — All attacks deal an extra 1d4 Force damage
Autoeject 300 gp — Once per turn, you can fix a Jammed firearm as a free action
Coldsnap 500 gp — All attacks deal an extra 1d4 Cold damage
Dragonbreath 500 gp — All attacks deal an extra 1d4 Fire damage
Repeater 350 gp — The firearm gains the Automatic (2d6) property
Silent 350 gp — Shots that are missed do not reveal your position
Sparkbolter 500 gp — All attacks deal an extra 1d4 Lightning damage
Thunderblaster 500 gp — All attacks deal an extra 1d4 Thunder damage
Waterproofed 300 gp The firearm acts as if it were making attacks as it normally would when underwater
Magazine
Breech Loaded 30 gp — The firearm gains the Breechloaded property
Tube fed 40 gp 1 lb. The firearm's reload is doubled, and Misfire increases by 1
Sight
Iron Sights 10 gp — Attacks with this firearm ignore half cover out to the first range increment
Scope 100 gp 1 lb. Attacks with this firearm ignore half cover out to the second range increment
Forced Fire
Firearms jam occasionally, but this doesn't mean they aren't usable. Ordinarily you would have to clear the jam first, however you
can instead attempt to perform a Forced Fire attack. An attack made in such a way is at disadvantage, and requires an action to fully
clear the firearm if you misfire again. However, if it hits it deals an additional die of damage. Furthermore, there are enchantments
that play off of this called Forced Enchantments. These enchantments are more powerful than the base Enchantment modification,
but force you to roll on the Arcane Misfire Table when you misfire, as the magic energy causes unintended consequences. You can
only place a Forced Enchantment on a firearm if it has the Enchantment with the correlating damage type, with the Forced
Enchantment replacing the Enchantment modification. For ease, Here is a quick reference on what replaces what:
Dragonbreath replaces Firestarter
Giantkiller replaces Thunderblaster
Lightningcaster replaces Sparkbolter
True Arcana replaces Arcane
Wintergrasp replaces Coldsnap
Forced Enchantments
Name Cost Properties
Forced Enchantments These increase a firearm's misfire score by 1 and cause their attacks to become magical
Dragonbreath 500 gp All attacks deal an extra 1d6 Fire damage and light unoccupied objects on fire
Giantkiller 500 gp All attacks deal an extra 1d6 Thunder damage and knock enemies back 5 feet
Lightningcaster 500 gp All attacks deal an extra 1d6 Lightning damage and remove enemy reactions
True Arcana 500 gp All attacks deal an extra 1d6 Force damage and ignore the Shield spell
Wintergrasp 500 gp All attacks deal an extra 1d6 Cold damage and reduce enemy speed by 5 feet for 1 round
Arcane Misfire
Number Effect
1 Roll twice, ignoring this result both times.
2 Fireball is casted at 3rd level centered on you, with a DC of 14
3 You become invisible for the next minute, with this effect ending when you attack or cast a spell
4 You gain advantage on your next attack roll made within the next minute and with the firearm that misfired
5 A spectral bandolier of 30 bullets your firearm can use appear, which last 1 minute and don't need to be loaded
6 You have disadvantage on your next spell saving throw
7 You cast Magic Missile as a 3rd level spell
8 Your bullets track enemies, ignoring long range penalties along with half and three quarters cover
9 The firearm glows with arcane energy, shedding 10 feet of bright light and a further 10 feet of dim light
10 Your firearm bursts into blue flame momentarily and you take 2d6 magical Fire damage
11 Roll a d4, on an even you shout any time you speak, on an odd you whisper, either effect lasts for 1 minute
12 Your firearm loses all enchantments until the end of your next turn
13 You teleport to a spot of your choosing up to 30 feet away
14 You have advantage on your next spell saving throw
15 The firearm ejects all ammunition in one go, acting as if you made an attack with the Automatic property
16 A strange, western tune plays for 1 minute
17 If you are to die within the next 1 minute, you may instead drop to 1 hit point once
18 You are jutted into the Ethereal plane until the end of your next turn
19 For the next minute, small roses and grass grows where you walk
20 Make an attack roll against one creature within your firearm's range, dealing 2d8 Force damage on hit
Ammunition
As with crossbows and bows, there are several types of
ammunition that a firearm may use; with types varying and
the type a weapon can use changing as well. The caliber of Ammunition
ammo a firearm can use correlates with what type it is, for
instance a Sniper Rifle would use Rifle ammunition because Name Cost Amount
it is of the rifle typing. Outside of the calibers of ammo a gun Pistol Ammo 1 gp 40
may use, there are also different types of ammunition which
have different effects. Below is a list of the different calibers of Hollow Point 5 gp 8
ammo, as well as the different types, in addition to a chart Magic Bullet 10/50/150/300 gp 4
detailing their name, amount and cost.
Explosive Shot. Highly volatile and dangerous, Explosive Pellet 5 gp 8
shells deal an additional 2d8 Fire damage to all creatures Silver Bullets 5 gp 16
within 10 feet of it.
Hollow Point. When they hit their target they expand, Tracer Rounds 1 gp 8
dealing an additional 1d4 Piercing damage. Wax Bullets 5 sp 40
Magic Bullets. As to be expected, these bullets count as
Magical, and can come in four different varieties: Magical, +1, Revolver Ammo 2 gp 30
+2, and +3 Bullets. Hollow Point 10 gp 6
Magic Shot. These are Shots that are magical, and
similarly come in three varieties: Magical, +1, +2, and +3. Magic Bullet 15/75/225/450 3
Pellet. Given that these rounds fire dozens of small pellets Pellet 10 gp 6
instead of a single shot, Pellet Shot rounds deal 1d6 damage Silver Bullets 10 gp 12
to all creatures within 5 feet of the creature hit.
Pistol Ammo. These rounds can be used by Pistols and Tracer Rounds 2 gp 6
Pocket Pistols. Wax Bullet 1 gp 30
Poison Shot. Much like the Smoke Shells in that cloud of
gas forms, the Poison Shell creates a 10 foot diameter cloud Rifle Ammo 5 gp 50
of poisonous gas, which forces all creatures inside to make a Hollow Point 25 gp 10
DC 12 Constitution save or else take 1d6 Poison damage and
be Poisoned for the next minute. This cloud can be blown Magic Bullet 15/75/225/450 5
away by winds 10 miles per hour or stronger. Pellet 25 gp 10
Revolver Ammo. These rounds can be used by Revolvers.
Rifle Ammo. These rounds can be used by Carbine Rifles, Silver Bullets 25 gp 20
Double Rifles, Rifles, and Sniper Rifles. Tracer Rounds 5 gp 10
Shotgun Ammo. These rounds can be used by Coach Wax Bullet 2 gp 5 sp 50
Shotguns and Shut Guns
Shrapnel Shot. Similar to Explosive shells in that they Shotgun Ammo 1 gp 20
effect a larger radius, Shrapnel Shells deal the damage of an Hollow Point 5 gp 8
ordinary Cannon or Coehorn shot in a 5 foot radius.
Silver Bullets. These are silvered bullets, with them acting Magic Bullet 10/50/150/300 2
in the same way a Silvered Sword or Silvered Arrow would Pellet 5 gp 2
act.
Smoke Shot. Intended to give advancing armies cover and Silver Bullets 5 gp 8
confuse enemies, Smoke shells explode into a 20 foot Tracer Rounds 1 gp 8
diameter cloud of smoke, which can be blown away by winds
10 miles per hour or stronger. Wax Bullets 5 sp 20
Artillery Shot. These shells can be used by Cannons and Artillery Shot 10 gp 5
Coehorns. Explosive Shot 50 gp 1
Tracer Rounds. Infused with pyrotechnics, these rounds
leave trails of smoke and light behind them, giving the user a Magic Shot 10/50/150/300 gp 1
bonus to hit equal to their proficiency modifier on their next Poison Shot 15 gp 1
attack against the same creature.
Wax Bullets. Tough, but not enough so to impact, Wax Shrapnel Shot 25 gp 1
Bullets always deal a flat 1d6 + Dexterity modifier non lethal Smoke Shot 2 gp 1
damage.
Land Mines. Highly deadly traps, Land Mines are activated
Explosives and Grenades when a creature larger than Tiny walks over them, forcing
Much like ammunition, there is a variety of explosives, that creature and all other creatures within a 10 foot radius of
ranging from flashbangs to smoke grenades. The following it to make a DC 14 Dexterity saving throw or take 2d6
details Piercing and 2d6 Fire damage. Creatures can attempt to spot
Anti-magic Grenade. Designed to counter casters, this Land Mines by making a DC 15 Perception or Investigation
check.
grenade unleashes a burst of magic energy in a 5 foot radius Smoke Grenade. Built to aid rather than hurt, Smoke
that deals 3d6 Force damage and forces all casters in the Grenades release a 20 foot diameter cloud of smoke, which
radius to make concentration checks on spells that require it, can be blown away by winds 10 miles per hour or stronger.
with the DC always being 15 or higher. Tanglefoot Grenade. Though it deals no direct damage, the
Dynamite. Initially designed to clear rocks, Dynamite has Tanglefoot Grenade is effective due to it forcing all creatures
proved to be an effective military weapon as well, as it forces within 10 foot radius of the target to make a DC 14 Dexterity
all creatures in a 20 foot radius to make a DC 14 Dexterity saving throw or be Restrained. This lasts until the targets
saving throw or take 3d6 Fire damage. successfully make a DC 12 Strength saving throw to escape
Fire Bottle. A great rioting tool, the Fire Bottle shatters on the puddle of tar the Tanglefoot Grenade made. Additionally,
contact, forcing a DC 12 Dexterity saving throw from all for the next 8 hours the area the grenade landed in counts as
creatures within 10 feet of the impact, or they take 2d6 Fire difficult terrain.
damage. The fire it creates persists for an additional 1d6+1 Trip Wire This cordons off an area, placing a small wire
rounds, dealing 1d6 Fire damage to a creature every time it over the course of 10 minutes that activates the trap when a
enters or ends its turn the fire. creature enters its 5 foot by up to 20 foot space. When
Flashbang. More so for utility than damage, a Flashbang activated, it can either sound an alarm heard up to 500 feet
forces all creatures within 30 feet of it to make a DC 14 away, or explode forcing a DC 14 Dexterity saving throw
Dexterity saving throw or be Blinded and Deafened for 1d4+1 within a 5 foot radius of the spaces it occupies, or the creature
rounds. takes 3d6 Fire damage.
Grenade. Small and easily thrown, grenades are the basis TNT. Stronger and more expensive than Dynamite, TNT
for many of the other explosives, forcing the creature it hit and forces all creatures in a 30 foot radius to make a DC 14
all other creatures within 10 feet of it to make a DC 12 Dexterity saving throw or take 5d6 Fire damage.
Dexterity saving throw or take 2d6 Piercing damage.
Explosives and Grenades
Name Cost Weight Range
Explosives
Dynamite 10 gp 1 lb. 30/90
Fire Bottle 5 gp 2 lb. 20/60
Land Mines 10 gp 5 lb 10/30
Trip Wire 10 gp 5 lb —
TNT 20 gp 1 lb 30/90
Grenades Ammunition for the Hand Mortar
Anti-magic 10 gp 2 lb. 30/90
Flashbang 5 gp 2 lb. 30/90
Grenade 5 gp 3 lb. 30/90
Smoke Grenades 5 gp 3 lb. 30/90
Tanglefoot Grenade 5 gp 4 lb. 30/90
Feats
Much as with any other weapon, there are certain features
that may be covered by unique class features that other
players want, or are simply unobtainable. That is, outside of
feats. If your DM allows, the following is a list of feats meant
to compliment the use of firearms in your game.
Artillerist
You have practiced using artillery and explosives enough to
become highly proficient in them, gaining the following
benefits:
Increase your Strength or Dexterity by 1, to a maximum of
20.
You are proficient with artillery, explosives, and grenades,
adding your proficiency bonus to any rolls made to Load,
Aim, or Fire a weapon with the siege property.
You can perform the Aim action as a bonus action when
using a weapon with the siege property.
When you use an explosive or grenade, its explosion radius
is increased by 5 feet and it deals an additional 1d6 Fire
damage.
Longarm Expert
By extensively training with long arms, you gain the following
benefits:
You can reload a two-handed firearm as a bonus action.
You can attack a creature behind full cover, so long as the
cover is no more than 6 inches thick. When doing so, the
attack deals only half damage.
You can use a bonus action to steady your firearm, granting
yourself advantage on your next attack made with that
firearm.
Marksman
You are keen eyed and an expert marksman, gaining the
following benefits:
Both range increments of firearms you use are considered
10 feet longer.
You ignore half and three quarters cover.
You ignore the penalties imposed by firing at the second
range increment of a firearm and those imposed by firing
when within 5 feet of a hostile creature.
Sidearm Slinger
Through practice with the smaller sidearms that you often
use, you gain the following benefits:
You can reload two one-handed firearms as an action
instead of one.
You can clear two one-handed jammed weapons as a
bonus action.
You gain the benefits of this feat and two weapon fighting
even when the one-handed firearms you are wielding aren't
light
You can draw or stow two one-handed firearms when you
would normally be able to draw or stow only one.
Optional Rules
Though these firearms were designed with the intent to
replicate how firearms in the 1800s would have worked, some
might understandably want the firearms to be more
fantastical, futuristic, or archaic. As such, the following is a list
of optional rules that you may implement to better fit how
these firearms work to your needs.
Laser Guns
Designed to emulate how laser weapons may work, this
optional rule changes the damage of all firearms to Radiant
damage, with the Reload score being removed; and Misfire
being a firearm overheating instead.
Perfected Fire
Some players or DMs may not enjoy the Misfire property of
firearms, and understandably so. As such, this optional rule
declares that there are no Misfires, and a Natural 1 acts as a
Misfire would instead; with no modifications increasing this
score.
Quick Loading
This optional rule causes the reload of firearms to act more
like modern firearms, being clip fed in most cases. As such,
Reload now takes a bonus action, and weapons with the
Breechloaded property are loaded as a free action.
Recent Invention
As assumed in a lot of fantasy worlds, with this rule firearms
act as if they were recent inventions. The price of all firearms
and ammunition is doubled, and the Misfire score of all
firearms is increased by 1.
Tech Over Magic
In most cases magic rules over technology, this rule has it the
other way around. All firearms and ammunition are
considered magical for the purpose of overcoming
resistances, as not even a spell can stop a speeding bullet.
Credit
Author: u/platinumsketch
Special thanks to u/InComesArkham, u/Cantriped, and
r/UnearthedArcana as a whole for providing feedback that
helped improve and add content to this.
Change Log
6/6/19
Fixed various grammatical and spelling errors.
Shot gun's reload was given a score.
The autoeject, repeater, and waterproofed enchantments
were added.
Armor piercing rounds were replaced with silvered bullets,
as they serve the same purpose.
Forced Fire was introduced, alongside Forced
Enchantments and the Arcane Misfire table.
Feats were Introduced.
Optional rules for a lighter and alternative versions of
firearms were introduced.
3/14/20
Fixed grammatical and consistency errors.
Altered Perfected Fire to specify that modifications to not
increase the Misfire score of a weapon.
Altered the Laser Guns optional rules from just flavor and
changing damage types to radiant, to changing damage
types to radiant and removing the reload property.