# Standard Firearms | **Name** | **Cost** | **Ammo** | **Damage** | **Weight** | **Range** | **Properties** | | ----------- | -------- | -------- | ------------- | ---------- | ---------- | ------------------------------- | | Palm Pistol | 150g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | Light, reload 1, misfire 1 | | Pistol | 450g | 4g (20) | 1d8 piercing | 3 lb. | (60/240) | Reload 4, misfire 1 | | Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) | Two-handed, reload 1, misfire 2 | | Revolver | 750g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | Reload 6, misfire 2 | | Blunderbuss | 500g | 5g (5) | 2d6 piercing | 10 lb. | (15/60) | Reload 1, misfire 2 | | Rifle | 1500g | 10g (5) | 2d8 piercing | 15 lb. | (300/2000) | Two-handed, reload 1, misfire 3 | | Hand Mortar | 500g | 10g (1) | 2d8 fire | 10 lb. | (30/60) | Reload 1, misfire 3, explosive | ##### **Firearm Properties** Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons. **_Reload._** The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm. _**Misfire.**_ Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1. _**Explosive.**_ Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. ##### **Ammunition** All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price. # Arcane Firearms While standard firearms are powerful weapons in their own right, their cost and complexity are a deterrent for use en masse. A few inventive artificers have started producing arcane firearms in response. These magical devices look very similar to their standard firearm counterparts with a stock, barrel, and action. They differ, however, in the ammunition they use. Arcane firearms use rechargeable cartridges infused with arcane power. When they are fired, they expel a blast of arcane energy at the target.