Firearm weapons

Weapon Name

Damage

Size

Properties

Weight

Cost

Ranged Firearm Weapons

Blunderbuss

2d4

Piercing

Heavy,

Two-handed

Ammunition (range 15/45), brutal, powder, reload (1), tearing, thundering, trigger

5 lb.

275 gp

Musket

1d10

Piercing

Heavy,

Two-handed

Ammunition (range 75/600), piercing, powder, reload (1), tearing, thundering, trigger

10 lb.

750 gp

Pepperbox

1d4

Piercing

-

Ammunition (range 20/60), piercing, powder, reload (6), tearing, thundering, trigger

2 lb.

300 gp

Pistol

1d8
Piercing

-

Ammunition (range 25/75), piercing, powder, reload (1), tearing, thundering, trigger

2 lb.

200 gp

Two-barrel Flintlock

1d8

Piercing

Two-handed

Ammunition (range 40/160), piercing, powder, reload (2), tearing, thundering, trigger

6 lb.

350 gp

 

Size Properties

Different weapons have different size that dictates how they are used - some weapons are large and bulky and require two hands to use, while other weapons are small and easy to conceal.

Heavy. You must have at least 13 strength to use a heavy weapon effectively. A character with a strength score lower than 13 have disadvantage on attack rolls using heavy weapons. You can ignore the heavy property of ranged weapons with the trigger property if the weapon is mounted or resting on something (like a wall or if the character is lying prone on the ground).

Two-handed. You must use two hands to wield this weapon. Small and smaller characters cannot use two-handed melee weapons.

 

Special Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table. These properties represent the different designs awards different weapons different use in combat. Character only get the benefits on attacks from the weapon they are attacking with, even if they are wielding another weapon (e.g. you do not gain the Brutal benefit when attacking with a dagger even if you have a sickle in your other hand; you must attack with the sickle to get this benefit).

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. Drawing the ammunition from a quiver, case, or other container is part of the attack (loading a weapon requires two hands, one to handle the weapon and one to manipulate the ammunition). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Brutal. You deal an additional 1d4 damage on the first attack made with advantage each turn. This damage is not multiplied on a critical hit.

Loading. Because of the time required to load this weapon, you can fire the weapon only once per turn, regardless of the number of attacks you can normally make.

Piercing. You can re-roll one d20 of the first attack made with advantage each turn.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Reload. You can make a number of attacks with this weapon equal to the number in the parenthesis before it needs reloading. reloading this weapon requires an action.

Tearing. If you score a critical hit with this weapon, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Thundering. Attacking with this weapon produce a loud noise that is audible from at least 300 feet away.

Trigger. The prone condition does not impose disadvantage on attack rolls with this weapon.