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Firearms of The Realms

"Firearms" by Todd Lockwood, © Wizards of the Coast 2001


Firearms Cost Damage Weight Special
Pistol 250 gp 1d10 piercing 3 lb. Firearm (range 50/150)
Blunderbuss 50 gp 1d8 piercing 5 lb. Firearm (range 60/240), two-handed
Arquebus 75 gp 1d8 piercing 7 lb. Firearm (range 80/320), heavy, two-handed
Caliver 150 gp 1d10 piercing 9 lb. Firearm (range 100/400), heavy, two-handed
Musket 500 gp 1d12 piercing 15 lb. Firearm (range 150/600), hooked (13), heavy, two-handed
Handgunne 750 gp 3d6 bludgeoning 15 lb. Firearm (range 80/320), hooked (15), heavy, two-handed

Firearms in the Realms


Firearms are becoming more and more widespread in
Faerûn as Lantanese priests of Gond the Wondermaker are Sidebar: Spread of Firearms
making and spreading them throughout the Realms. The extent of firearms use in any specific Realms
The Lantanese have mastered matchlock weapons-making, campaign is up to the DM. If the DM chooses to
and can regularly produce high-quality matchlock pistols, introduce firearms in his campaign, it should take
matchlock arquebuses, matchlock calivers, and matchlock at least several years to several decades for the
muskets (with gun rests). They can also produce hand match weapons to become commonly available.
ribalds for armies, as well as matchlock blunderbusses. All The Forgotten Realms Adventures book gives
Lantanese firearms are stamped with the mark of Gond on the following as the canon/recommended timeline
the butt or grip of the weapon. of the spread of firearms through Faerûn, starting
in the year after the Time of Troubles.
Very large, crude bombards are made and used by the Red 1359 DR: Arquebuses begin to pop up in the
Wizards of Thay, and some of these siege guns are in the Realms, primarily as curios and magical objects.
Pirate Isles. Price (if available) is 10 times listed price.
One important development is that firearms are entering 1362 DR: Arquebuses and other similar weapons
numerous worlds from sources in wildspace. Wheellock become more common (people stop looking at the
pistols known as “starwheels” are sometimes sold or traded player characters strangely when they ask about
across Toril by spelljammer crews, or they are stolen from them). Well-stocked weapon shops will have some,
crews by local thieves. The Lantanese were quick to copy the but at twice the listed price.
design of these "starwheels", and have started producing 1365 DR: Firearms are available in large stores at
them "locally". the listed price.

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Spread. When attacking a target within half this weapon's
normal range, roll an additional damage die and add it to the
Sidebar: Starwheels weapon’s damage. When fired at long range, you may apply
Any firearm that uses bullets as ammunition can be the attack roll to an additional creature within 5 feet of the
constructed as a starwheel, using a wheellock target. Roll damage against the secondary target separately.
mechanism instead of a matchlock one. A Hooked. A weapon that has the hooked property is
starwheel firearm costs 50 gp more than a designed to be fired only when hooked onto a special fork (1
matchlock one and does not suffer any penalty gp, 2 lb,) –or over a hard, stationary surface, such as a low
when used in the rain.
Only an expert clockmaker, a cleric of Gond, or
wall. Hooking the weapon requires an action or a bonus
an artificer can build or repair a wheellock firearm.
action (the character’s choice). If the character moves after
hooking the weapon, or drops the weapon, the weapon is no
longer considered to be hooked. While a weapon with this
property is not hooked, attack rolls with it are made at
Weapon Descriptions disadvantage unless the character's Strength score is equal
Pistol. The smallest and most compact firearm, the pistol is to or higher than the number in brackets.
also one of the rarest firearms, as most people not only prefer Ammunition
firearms with longer range, but the pistol itself requires
greater craftsmanship to craft. Ammunition Cost Weight
Despite its short range, a pistol is still a formidable Bullets (5) 1 gp 1 lb.
weapon, and is often used as a self-defense weapon. Due to
this, pistol grips often have metal butts that allow them to be Lead Shot (5) 2 gp, 5 sp 1 lb.
used as effective clubs. Handgunne Ball 3 gp 1 lb.
Blunderbuss. The shortest of the long guns, a blunderbuss
only has a barrel around one foot long, sometimes less, which Bullets. Bullets are lead spheres used for single target
often ends in a flared muzzle. Most blunderbusses have a full attacks. When loaded with a bullet, a firearm functions as
stock, but some are made with only a pistol grip. written.
The blunderbuss is the preferred weapon of clerics of Lead Shot. Lead shot consists of many tiny lead balls that
Gond, and is often called a "Gondgun" by others. are packed into the barrel of the firearm together.
Arquebus. A scaled down version of the much larger Lead shot can be loaded into any firearm that normally
musket, the arquebus is the long gun most adventurers are fires bullets. Loading a firearm with lead shot halves its
likely to encounter, as it strikes a good balance between size Normal and Long Ranges, but imparts the Spread property
and power. An arquebus usually has a full stock, but many on the attack.
only have a cut-down stock. Handgunne Balls. Handgunnes shoot heavy lead balls that
Spelljammer crews carry arquebuses as their long gun of are simply smaller versions of cannon balls. The price given
choice. is for 1 ball.
Caliver. Essentially half-way between a musket and an
arquebus, a caliver has a higher bore and heavier barrel than Powder
the arquebus, but is otherwise identical in design. Besides ammunition, all firearms also require magical
Musket. A marskman's gun, a musket has long barrel three smokepowder to function. A packet contains enough powder
to four feet long and a heavy wooden stock, allowing for for 5 shots of a firearm, while a keg holds enough powder for
greater accuracy than all other firearms. 500 shots.
A lantanese musket comes with a pivoting fork integrated
into the design, increasing the weapon's cost and weight
accordingly. Sidebar: Guns in other Settings
Handgunne. The most basic firearm, a handgunne is a Outside of the Fogotten Realms and Spelljammer,
miniature cannon fitted on the end of a long pole. This pole firearms have a varying degree of presence.
functions as the weapon's "fork" for the purpose of hooking, In Greyhawk, gunpowder and smokepowder do
and is integrated into the weapon. not function. However, the restriction on
smokepowder is only true on Oerth itself, and it
New Weapon Properties functions as normal elsewhere in Greyspace.
In Dragonlance, tinker gnomes do create some
Firearm. A firearm functions as a weapon with the primitive firearms, but due to the reputation of
Ammunition property, except that you can only fire it once gnomish artifice, firearms are not widespread, and
before you must forego one attack or use a bonus action to are limited to only handgunnes and arquebuses.
reload it. Reloading a firearm requires two hands. In Mystara, smokepowder and firearms are only
As most firearms ignite their powder with a slow burning manufactured in the region known as the Savage
cord match, a firearm also has a 25% chance (1-5 on your Coast. All firearms from the Savage coast are
attack roll) of not firing in heavy rain, and a 10% chance (1-2 wheellock.
on your attack roll) of not firing in light rain. A firearm that In Eberron, firearms are non-existant. As the
does not fire wastes the smokepowder used for that shot, but pinnacle of a setting with industrialized magic,
does not waste any ammunition. people have no need for firearms.
Any blacksmith could conceivably build or repair a firearm
if given the designs or a specimen to copy.
2
Siege Equipment
Sidebar: Magical Firearms Besides Cannons (DMG, pg 255) employed by the wizards of
No magical versions of firearms have currently Thay and the pirates of the Pirate Isles, the world of Faerûn
appeared in the Realms, but given the tendency of is also home to organ guns, AKA ribalds.
artificers to play around with the latest toys, it is
only a matter of time before the vicious musket or Ribald
the +1 blunderbuss appears on the scene. They will Large object
be very rare, more likely found in the king's armory
than in a dragon's lair or the tomb of an ancient
Armor Class: 19
lich.
Hit Points: 75
Damage Immunities: poison, psychic
Ribalds fire a volley of lead shot from a series of linked
Explosives barrels arrayed in an arc. Rather than being used to destroy
fortifications, ribalds are used as anti-personnel weapons,
Explosives Cost Weight Damage riddling enemy armies with holes.
Shou Rocket 150 gp 1 lb. 3d6 fire Before it can be fired, the ribald must be loaded. It takes
one action to load half of the weapon's barrels, and one action
Grenade 150 gp 1 lb. 3d6 piercing to fire it.
Smokepowder, keg 250 gp 20 lb. 7d6 fire Ribald Volley. The ribald fires a volley of shots in a 60-foot
cone. Each creature in that area must make a DC 15
Smokepowder, packet 10 gp 1/2 lb. 1d6 fire Dexterity saving throw, taking 44 (8d10) piercing damage on
Foeshredder 250 gp 1 lb. 3d6 piercing a failed save if all of the weapon's barrels are loaded, or 22
(4d10) piercing damage if only half the weapon's barrels are
Smokebomb 250 gp 1 lb. loaded. A creature takes half as much damage on a successful
save.
Shou Rocket. Explosive rockets used as portable (if
somewhat inaccurate) siege or support weapons in the Shou
Empire of Kara-Tur; Shou rockets are fired off of a reusable
wooden sled (4 lbs, 5 sp) that aims the weapon.
As an action, a character can light the rocket and aim it a
point up to 60 feet away. The rocket flies towards the chosen
point and each creature within 5 feet of that point must
succeed on a DC 12 Dexterity saving throw or take 3d6 fire
damage.
Grenade. A grenade is a ball-sized iron spheres packed
with gunpowder and fitted with a slow-burning wick. As an
action, a creature can light a grenade and throw it at a point
up to 60 feet away. Each creature within 5 feet of that point
must make a DC 12 Dexterity saving throw, taking 3d6
piercing damage on a failed save, or half as much damage on
a successful one.
Smokepowder. Smokepowder functions as Gunpowder
does, as detailed on page 267 of the Dungeon Master's
Guide, except as follows: Smokepowder is an Uncommon
wondrous item, it explodes if set on fire, dropped, or
otherwise handled roughly, it deals the listed damage in a 20- Ribaldequin, Leonardo daVinci, Public Domain
foot radius when it explodes, setting fire to an ounce of it
causes a small explosion rather than a slow burn, and casting
dispel magic on it renders it permanently inert.
Foeshredder. A foeshredder is a specialized grenade with Sidebar: Fuses and Grenade Bundles
an attached handle, allowing it to be thrown twice as far. A
foeshredder functions identically to a grenade except that it An explosive can be rigged with a longer fuse to
can be thrown up to 120 feet away. explode after a set amount of time, usually 1 to 6
rounds. Roll initiative for the explosive. After the
Smokebomb. A smokebomb consists of a wooden tube set number of rounds goes by, the explosive
filled with alchemical compounds and smokepowder. As an explodes on that initiative.
action, a creature can light a smokebomb and throw it at a A character can bind additional grenades to the
point up to 60 feet away. One round after a smokebomb head of a foeshredder to effectively create a heavy
lands, it emits a cloud of smoke that creates a heavily explosive charge. Each grenade attached to the
obscured area in a 20-foot radius. A moderate wind (at least foeshredder increases the damage by 1d6 (to a
10 miles per hour) disperses the smoke in 4 rounds; a strong maximum of 10d6), and the burst radius by 5 feet
wind (20 or more miles per hour) disperses it in 1 round. (to a maximum of 20 feet).

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Additional Rules Missing with Explosives
These following rules are meant to aid a Dungeon Master
intent on running a game featuring firearms, and are If you want an element of risk to the use of explosives, treat
supplemental to the main document. them as improvised Ranged Weapons with a range of 30/90
ft. and which require an attack roll to throw accurately.
Firearm Proficiency If the target is a square with a creature in it, use the
creature's AC. If the target is a square with an object in it,
Normally no class is proficient with firearms. However, if you such as a table, use the "Object Armor Class" rules on page
wish firearms to be common enough that characters in your 246 of the DMG. If the target is an empty square, treat it as
game can be proficient with them from the start, then they having an AC of 10.
can be divided as follows: If a character misses the attack roll, the explosive rolls,
Simple Weapons: Blunderbuss, arquebus, and caliver. bounces, or otherwise ends up in a different square than the
Martial Weapons: Pistol, musket, and handgunne. target's.
First, roll a d8. The result determines the direction in
Firearm Rarity which the explosive misses.
If you wish to keep firearms as rare and mysterious as magic d8 Direction d8 Direction
items, you can use the following chart to determine the cost
and availability of firearms and related items. 1 North 5 South

Rarity Item 2 North-East 6 South-West

Common Blunderbuss, Arquebus, Ammunition 3 East 7 West

Uncommon Pistol, Caliver, Musket, Explosives 4 South-East 8 North-West

Rare Handgunne Once the direction is determined, roll 1d4 (or 2d4 if the target
was within long range). The result is the number of squares
As magic items are meant to be acquiredd sparingly, in the determined direction by which the explosive misses its
Smokepowder should be available in large enough quantities mark.
that it can keep your party supplied for a while.
Even if you wish firearms to be rare, actual ammunition Magic Items
should be easily obtainable, as making it is not difficult. So you wish to ignore the Magical Firearms sidebar? Great!
Random Firearms Here's some new magical firearms and item you can use to
populate your treasure hordes and merchant inventories.
If you ever need to randomly generate a firearm or selection
of firearms, such as when creating a treasure hoard or filling Combination Weapon
out a shop's inventory, you can use the following table. Weapon (any melee), common
Table: Random Firearm Table This melee weapon has a wheellock mechanism carefully
d20 Firearm % Chance built into it, and is created in such a way that it's perfectly
1 Starwheel Pistol 5%
balanced to be used as both a melee weapon and as a pistol.
This magic weapon can be used either as normal, or it can
2 Starwheel Arquebus 5% be used as a starwheel pistol, without the need to switch
3-4 Matchlock Handgunne 10 %
weapons. The pistol mechanism must still be reloaded after
every shot.
5-6 Matchlock Musket 10 % Combination Weapons that can be used as starwheel
7-8 Matchlock Pistol 10 % arquebuses also exist, but these are always built out of melee
weapons with long hafts, such as halberds or pikes.
9-11 Matchlock Caliver 15 %
12-15 Matchlock Blunderbuss 20 %
Twin-Fire Firearm
Weapon (any firearm that deals piercing damage), common
16-20 Matchlock Arquebus 25 %
This magic starwheel firearm has two parallel barrels, either
This table attempts to conform to the rarity and side by side or one over the other. Each barrel has its own
distribution of firearms in the Realms, with the common trigger and finely crafted wheellock mechanism, far more
arquebus and blunderbuss being the most likely rolls, and the complex and intricate that that on a normal starwheel.
starwheel pistols and arquebuses used by spelljammer crews Each barrel can be fired separately, or both can be fired at
being the least likely rolls. the same time, allowing you to perform two attacks instead of
one. These attacks must both target the same creature and
your range is halved for them.
Each barrel can be reloaded separately, or both barrels can
be reloaded as an action.

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When you then raise the firearm, the chamber aligns itself
N-Shot Pistol with the barrel, allowing you to fire the loaded ammunition
Weapon (starwheel pistol), uncommon without the need to reload.
Each bullet and powder charger can be loaded separately
This starwheel pistol has 1d4+2 barrels arrayed in a as normal, or all eight can be loaded as an action.
revolving pattern. When you fire this weapon, the pistol If you load the ammunition tube with a mixture of bullets
cycles to the next loaded barrel and aligns it to the firing and lead shot, the firearm will load them into the chamber in
mechanism, allowing it to be fired once for every loaded the same order in which they were loaded into the tube.
barrel, without the need to reload in-between shots.
Each barrel can be reloaded separately as normal, or all Spellsniper Musket
barrels can be reloaded as an action. Weapon (starwheel musket), rare (requires attunement by an
The number of barrels determines what this type of pistol artificer, sorcerer, warlock, or wizard)
is called, such as 4-Shot Pistol or 6-Shot pistol.
This wheellock musket is made of a stark white, smooth
Assassin Firearm material, similar to ivory, and etched with intricate, arcane
Weapon (any firearm that deals piercing damage), rare patterns.
As an action, you can use this weapon to perform a
This firearm is made of blued steel and ebony wood, and spellstrike. A spellstrike is similar to a ranged weapon attack,
handling it seems to produce no sound, not even when it except that you cast a single offensive cantrip as part of the
brushes against other objects. attack. This cantrip must be one that has a casting time of 1
You have a +1 bonus to attack and damage rolls made with action, deals damage to one or more targets, and has a range
this magic weapon. Additionally, attacks made with this greater than 10 feet.
magical firearm produce no visible flash or audible noise. If the attack hits, the target takes both the damage of the
Dragon Pistol
musket and the damage of the cantrip, even if the cantrip
would normally require a saving throw to harm a target.
Weapon (pistol), rare (requires attunement) If the cantrip normally harms multiple targets, then the
This matchlock pistol has a flared muzzle decorated to look spellstrike only harms the target of the musket attack.
like a dragon's gaping maw, and the rest of the barrel is A spellsniper musket counts as an arcane focus, and you
covered in small scales. can provide somatic components for spellcasting even while
When you load this magic weapon with lead shot, its holding it with two hands.
normal and long ranges are not halved. The Firebrand
Whenever you make an attack with this magic weapon, all Weapon (starwheel pistol), legendary (requires attunement)
creatures within 5 ft. of where it strikes must make a DC 12
Dexterity saving throw or take 3d6 fire damage. A great weapon of unknown origin, some say this pistol was
Quipper Pistol
crafted by Gond himself, while those on other worlds
attribute it to any number of other gods, such as Murlynd,
Weapon (starwheel pistol), rare (requires attunement) Hephaestus, or even Reorx.
This pistol is designed to to vaguely resemble a quipper fish. The Firebrand appears much as a 6-shot Pistol, except that
Its barrel is covered in scales and stylized fins, and ends in a it has a revolving six-shot chamber connected to a single
fanged maw resembling a quipper's. barrel. The chamber is loaded with six empty brass
Whenever you make an attack with this magic weapon and cartridges.
fire lead shot, the weapon unleashes repeated volleys of The weapon also magically loads each cartridge with
pellets. Instead of making an attack roll against the target's powder and a bullet when the trigger is squeezed. The
AC, the target must make a Dexterity saving throw against a weapon then rotates the chamber to the next empty cartridge.
DC of 8 + your attack bonus. On a failed saving throw the As a result, you never need to reload the Firebrand and it
target takes 2d10 points of damage, plus your dexterity does not require ammunition.
modifier, or half as much on a successful one. However, should you desire, you can swing the weapon's
Targets at long range have advantage on this saving throw. chamber open and remove the cartridges to manually load
them with powder and ammunition. Loading a single
Repeating Arquebus cartridge requires you forego one attack or use a bonus
Weapon (starwheel arquebus), rare action, but all cartridges can be loaded as a single action.
A cartridge manually loaded with ammunition does not
This arquebus has two hollow tubes inside the stock. One magically load powder and a bullet when the pistol cycles to
tube can be filled with seven attacks worth of smokepowder that cartridge, but does so for any empty cartridges.
and the other with seven loads of ammunition (bullet or shot), You have a +3 bonus to attack and damage rolls made with
in addition to the smokepowder and bullet that can be loaded this magic pistol, and it deals 2d8 points of damage, rather
down the barrel. than 1d10.
If you lower this magic weapon after making an attack with Additionally, you can use a bonus action to attack with the
it, the clockwork mechanism inside of it rotates the chamber pistol on each of your turns, you do not add your Dexterity
to align with the powder tube, allowing it to fill with powder, modifier to the damage of the bonus attack, unless that
before aligning with the second tube, allowing it load modifier is negative.
ammunition.
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Magic Ammunition Wondrous Items
Baldrick Bullet Efficient Bandolier
Weapon, uncommon (cursed) Wondrous Item, uncommon
Each of this bandolier’s eight pouches connects to an
You have a +1 bonus to attack and damage rolls made with extradimensional space that allows the bandolier to hold
this magic bullet. numerous items while never weighing more than 2 pounds.
Curse. When someone makes an attack with this magic Each compartment can hold up to 60 bullets, 60 loads of
bullet, the bullet flies in an arc and attempts to harm the user shot, 6 pouches of smokepowder, two one-handed firearms,
instead of the target. Compare the attack roll to the user's or one two-handed firearm each.
own AC rather than that of their target. If the attack exceeds You can draw any item the bandolier contains as if doing so
their AC, they are hit by the attack instead of the target. If it from a regular pouch.
does not, the bullet still attempts to hit them, but they Lens of Distance
narrowly avoid being harmed by it.
This magic bullet appears to be a normal +1 bullet when Wondrous Item, uncommon
examined. This bullet is not rendered non-magical after use, This simple glass lens allows the user to see better at longer
only a remove curse spell can render it non-magical. ranges. On its own it functions as a spyglass, but when it is
Illumination Bullet
attached to a firearm it doubles the normal and long ranges
of the firearm. Attaching the lens is an action, while
Weapon, uncommon detaching it can be done as a bonus action.
This magic bullet causes the target to glow like a torch for 10 The lens has an illusory dot in the center, with an illusory
rounds (1 minute). number next to it. The number shows the distance, in feet,
If fired into the air, it slowly falls back down to the ground between the lens and whatever the dot is overlayed over.
whilst emitting light like a torch. It descents at a rate of 60 ft. Spyglass of Seeing
per turn, down from the firearm's maximum range, and stops Wondrous Item, rare (requires attunement)
glowing after 10 rounds (1 minute).
Once fired, the bullet is rendered non-magical. This small tube filled with many alchemical lenses functions
Explosive Bullet
as a Lens of Distance, even when used by a character not
attuned to it.
Weapon, rare If a character attunes to, then that character can also use it
This magic bullet explodes in a great ball of fire on impact. as a Gem of Seeing.
Each creature in a 20-foot-radius sphere around the point Amulet of Bullet Protection
where it strikes must make a DC 15 Dexterity save. Each Wondrous Item, rare (requires attunement)
affected creature takes 6d6 fire damage on a failed save, or
half on a success. The fire spreads around corners and This magic amulet has 7 charges. While wearing it, you can
ignites flammable objects that aren't being worn or carried. expend 1 or more charge to cast one of the following spells:
Once detonated, the bullet is destroyed. blur (2 charges), mirror image (2 charges), shield (1 charge),
Poisonous Bullet
or protection from normal missiles (3 charges).
The amulet regains 1d6+1 expended charges daily at
Weapon, rare dawn.
A creature struck by this magic bullet must succeed on a DC New Spell
15 Constitution saving throw or take 2d10 poison damage
and become poisoned for 1 minute. Protection from Normal Missiles
After dealing its poison damage, the bullet is rendered non- 3rd-level abjuration
magical. (Artificer, Ranger, Sorcerer, Warlock, and Wizard)
Named Bullet Casting Time: 1 action
Weapon, very rare Range: Touch
Components: V, S
A named bullet is a magic bullet meant to slay a particular Duration: Conc. Up to 1 hour
person and only that person. A named bullet functions as an Touch a willing creature. They have resistance to non-magical
arrow of slaying with a very focused target (a single, specific bludgeoning, piercing, and slashing damage from ranged
creature). Additionally, a named bullet has advantage on weapons (but not siege weapons).
attack rolls made against its intended target.
After dealing additional damage to its intended target, the
bullet is rendered non-magical.
 
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