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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

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