INDUSTRIAL AGE firearms, such as revolvers and
double-barrel shotguns, stem from advancements in,
machinery and assembly lines
‘granting them more
interchangeable parts and cartridged bullets. These
guns lacked the clean assembly-line consistency of
modern firearms, but laid down the bedrock for
designs that have not changed much since: a classic
tive. While
the heyday of Industrial Age firearms was in the Wild
six-shot revolver is a timeless as itis ef
West, their simple and reliable construction means
they are still commonplace in the modern day.
MobeRN firearms have embraced automatic
fire, ammunition magazines, and lighter caliber
bullets (which can travel at much higher speeds)
For these guns, form begets function: weapons are
designed for a specific ole, such as sniper rifles for
long range and shotguns for close quarters, and every
aspect oftheir design supports this role, Moreover,
‘weapons that enjoyed success in the West, such as
the double-barrel shotgun, can still be found in use
today
Switch Weapons
asily the most unorthodox category of exotic
+h weapons are compound inventions
which merge two seperate weapons into a single
flexible platform, From the relatively tame
bowblade—a bladed, folding longbow contraption —
to the overly designed crossbow axe, these weapons
allow for rapid changes in combat style for any
situation that arises
‘Weapons on the Switch Weapons table have the
‘weapons, sw
Switch property
SWITCH WEAPON PROFICIENCIES
All switch weapon
are exotic, so only crafism
natively gain proficiency in their use. However, a
switch weapon’ individual forms might strongly
resemble weapons a characteris already familiar
with, soit may be easier to learn than other exotic
weapons,
The GM can allow a character to gain
proficiency with a switch weapon by practicing with
it for seven days, assisted by a tutor that already has
proficiency. The character must have proficiency with
weapons that exactly match the statistics of each of
the weapons forms
Weapon Properties
Many weapons have special properties related to
their us, as shown in the weapons tables
AMMUNITION. You can use a weapon that
has the Ammunition property to makea ranged
attack only ifyou have ammunition to fie from the
weapon. Each time you attack wit
expend one piece of ammunition. The ammunition
of a firearm is destroyed upon use, Drawing the
case, of other container
is p a free hand to load a
one-handed weapon). At the end of the battle, you
can recover half your expended ammunition by
taking a minute to search the battlefield.
ammunition from a qui
tof the attack (you net
If you use a weapon that has the Ammunition
property to make a melee attack, you treat the
weapon asan improvised weapon. A sling must be
loaded to deal any damage when used in this way.
AuTomaric. When you make an attack with
his weapon on your turn, you can choose to make
two attacks instead, These attacks are always made
with disadvantage, regardless of circumstance. T
attacks use twice the normal amount of ammunition,
CONCEALABLE. While stowed, you have
advantage on Dexterity (Stealth) checks made to
conceal this weapon,
DOUBLE. This weapon has two damage-dealing
ends. When you use the Attack action and make an
attack with this weapon, you can use your bonus
action to make an additional attack with it; you do
not add your ability modifier to the damage roll of
his bonus attack,
Day. If this weapon is ever submerged in water
y of water, it
or doused with a significant quanti
jams, A jammed firearm cant be used to make an
attack until a creature uses its action to clear the
weapon malfunction.
ELEGANT. This weapon requires exceptional
sill to use. You must have a Dexterity score of 16 or
higher to wield an elegant weapon,
EXPLOSIVE. When this weapon's projectile hits
target, it explodes in a 5-foot radius, The projectile
can be fired at an unoccupied space within its range.
Each creature other than the target within the blast
radius must succeed on a DC 14 Dexterity saving
throw; taking half the damage rolled on a failed save
or no damage on a successful on
FINESSE, When making an
uur choice of your Strength or
tack with a finesse
weapon, you use
Dexterity modifier for the attack and damage rolls