Firearms
From Matt Mercer Gunslinger Fighter Subclass
Reload
The weapon can be fired a number of time equal to it Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload the 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 8+misfire score). If your check fails, the weapon is broken and must be repaired out of combat at a quater of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon's misfire score by 1.
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Palm Pistol | 50g | 2g (20) | 1d8 Piercing | 1 lbs | (40/160) | Light, Reload 1, Misfire 1 |
Pistol | 150g | 4g (20) | 1d10 Piercing | 3 lbs | (60/240) | Reload 4, Misfire 1 |
Musket | 300g | 5g (20) | 1d12 Piercing | 10 lbs | (120/480) | Two-handed, Reload 1, Misfire 2 |
Pepperbox | 250g | 4g (20) | 1d10 Piercing | 5 lbs | (80/320) | Reload 6, Misfire 2 |
Blunderbuss | 300g | 5g (5) | 2d8 Piercing | 10 lbs | (15/60) | Reload 1, Misfire 2 |