Gnomish Firearms (5e Equipment)

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Ardalkhayal Campaign Setting
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Firearms[edit]

Ranged Weapon, rarity varies
A rare invention, these hollowed out metal and wood tubes fire specific ammunition based on their type. Any creature can have proficiency in firearms, but only Ardalkhayan Gnomes can create them. Firearms are ranged weapons.

Name Damage Weight Range Properties
Pistol 1d10 Piercing 3lbs 60/240 Reload 4, Misfire 1
Blunderbuss 2d8 Piercing 10lbs 15/60 Reload 1, Misfire 2
Hand Cannon 2d8 Fire 10lbs 30/60 Reload 1, Misfire 2, Explosive
And this... is my BOOM STICK


Reload The weapon can be fired a number of times equal to its reload score before you must spend 1 attack or 1 action to reload. You must have at least one free hand to reload.
Misfire Whenever you make an attack roll with this weapon, and the dice roll is equal to or lower than this weapon's Misfire score, the weapon jams and cannot be used again until you spend an action to try and repair it. To repair this weapon you must make a successful Tinker's Tools check (DC 8 + Misfire score). If your check fails, the weapon is broken, and must be mended out of combat at a quarter of the cost of the weapon. Creatures who use the item without being proficient in the weapon's type increase its misfire score by 1.

"Watch this" you say confidently, as you carefully take aim. As you pull the trigger, instead of the loud bang and massive destruction you were expecting, a puff of colourful smoke escapes from the chamber.

Explosive Upon a hit, everything within 5 feet of the target must make a Dex save (DC 8 + your proficiency + your dex mod) or suffer 1d8 fire damage. If the weapon misses, the ammo either fails to detonate, or bounces away harmlessly before doing so.

Explosives[edit]

The gnomes have also managed to create some crude explosives, which are listed here (WIP)


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