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1
Firearms
Weapon Cost Damage Weight Properties
Pistol 35 gp 1d8 piercing 3 lb. Ammunition (range 30/90 ft.), loading
Revolver 60 gp 2d6 piercing 3 lb. Ammunition (range 50/150), reload (6 shots)
Rifle 75 gp 2d6 piercing 8 lb. Ammunition (range 100/300 ft.), reload (5 shots), two-handed
Shotgun 75 gp 2d8/1d8 piercing* 7 lb. Ammunition (range 30/90 ft.), reload (2 shots), shotgun, two-handed
When you take the Attack action and attack with a one-
handed firearm that you're holding in one hand, you can
use a bonus action to attack with a different one-handed The following magic guns can be easily inserted into any
firearm that you're holding in the other hand. campaign, but are particularly welcome in the Legends of
Omeria campaign setting.
You are an exceptional shot with ranged weapons and can
make shots that others find impossible. You gain the Weapon (revolver), rare
following benefits:
These magic revolvers were specially forged by members of
Increase your Dexterity score by 1, to a maximum of 20. the Anorian Warriorbrood to hunt the demons plaguing
On each of your turns, you can use your bonus action to Vaskil Valley at the closure of the Hand of the Three. They've
carefully aim your weapon. So long as you immediately since been outlawed by Pressonian abjurers.
make a ranged weapon attack after you aim the weapon, You gain a +1 bonus to attack and damage rolls made with
you can roll a 1d4 and add the result to the attack roll. If this magic weapon.
you do anything else other than take the Attack action, you When you hit a fiend with this weapon, the fiend must
lose the benefit of the aim. make a DC 15 Charisma saving throw. On a failed saving
The long range of all your ranged weapon attacks throw, the fiend is banished as per the banishment spell. You
increases by 100 feet. must still concentrate on the spell as if you were the caster.
Your lightning fast reflexes help you get the upperhand in Weapon (bullet), legendary
most fights. You gain the following benefits:
This adamantine bullet bears runes that invoke the name
You gain proficiency in the Sleight of Hand skill unless Vapul, the demonic god of ice and death. It is rumored that
you already have it, and your proficiency bonus is doubled there is only one in existence. When this bullet is fired from a
for any ability check you make that uses this skill. weapon within its normal range, the bullet
You gain a bonus equal to double your proficiency bonus automatically hits its intended target.
to your initiative. If the target has 150 hit points or fewer,
If you are first in initiative order, the first attack that you it dies and the bullet is destroyed.
make on your first turn is made with advantage. Otherwise, the bullet deals the
damage normal for the firearm, and
it can be recovered from
You learn a number of impressive tricks with your weapon. the target with a successful
Two of these tricks require saving throws; the trick save DC DC 15 Dexterity
for these shots is 8 + your proficiency bonus + your Dexterity (Medicine) check.
modifier. Whenever you hit a creature with an attack made
with a ranged weapon, you can impose one of the following
effects on that target:
It must succeed on a Dexterity saving throw against your
trick save DC or be knocked prone.
It must make a Strength saving throw against your trick
save DC. If it fails, the creature is disarmed and the
weapon falls into a space of your choice within 10 feet of
the creature.
The creature can't take reactions until the end of your next
turn.
Once you use one of these effects, you can't use any of
these effects again until you complete a short or long rest.