Weapons (5A)
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Weapons
Weapons | Type | Use | Cost | Damage | Damage Type | Range | Weight | Souce | Properties |
---|---|---|---|---|---|---|---|---|---|
#Sickle | Simple | Melee | 1 gp | 1d4 | slashing | Melee | 2 lb. | PH | light |
#Axe, hand | Simple | Melee | 5 gp | 1d6 | slashing | 20/60 | 2 lb. | PH | light, thrown |
#Axe, battle | Martial | Melee | 10 gp | 1d8 | slashing | Melee | 4 lb. | PH | versatile (1d10) |
#Axe, great | Martial | Melee | 30 gp | 1d12 | slashing | Melee | 7 lb. | PH | heavy, two-handed |
#Brass Knuckles | Simple | Melee | 1 gp | 1d4 | bludgeoning | Melee | 0.2 lb. | PH | light |
#Tiger Claws | Simple | Melee | 3 gp | 1d4 | slashing | Melee | 1 lb. | PH | light, special (climb) |
#Hook | Martial | Melee | 4 gp | 1d4 | slashing | Melee | 5 lb. | 5A | light, racial (ogre), special (grapple) |
#Cestus | Martial | Melee | 4 gp | 1d8 | bludgeoning | Melee | 3 lb. | 5A | heavy, light, racial (orc) |
#Katar | Martial | Melee | 12 gp | 1d8 | piercing | Melee | 2 lb. | 5A | heavy, light, racial (orc) |
#Ram Helm | Martial | Melee | 6 gp | 1d6 | bludgeoning | Melee | 12 lb. | 5A | heavy, racial (dwarf), special (shove) |
#Whip | Martial | Melee | 2 gp | 1d4 | slashing | Reach | 3 lb. | PH | finesse, reach |
#Poi | Martial | Melee | 5 gp | 1d4 | fire | Melee | 1 lb. | 5A | finesse, light, racial (gnome), reach, special (light or reach) |
#Meteor Hammer | Martial | Melee | 5 gp | 1d6 | bludgeoning | Reach | 5 lb. | 5A | light, reach, special (light or reach) |
#Flail | Martial | Melee | 10 gp | 1d8 | bludgeoning | Melee | 2 lb. | PH | — |
#Ball and Chain | Martial | Melee | 10 gp | 1d10 | bludgeoning | Reach | 12 lb. | 5A | heavy, racial (dwarf), reach, two-handed |
#Rock | Simple | Ranged | - | 1d4 | bludgeoning | 15/45 | 0.3 lb. | 5A | finesse, racial (halfling), thrown |
#Club | Simple | Melee | 1 sp | 1d4 | bludgeoning | Melee | 2 lb. | PH | light |
#Cudgel | Simple | Melee | 3 sp | 1d4 | bludgeoning | Melee | 3 lb. | 5A | versatile (d6) |
#Club, great | Simple | Melee | 2 sp | 1d8 | bludgeoning | Melee | 10 lb. | PH | two-handed |
#Aspergillum | Simple | Melee | 25 gp | 1d4 | Special | Melee | 1 lb. | 5A | ammunition, special (ammunition) |
#Light hammer | Simple | Melee | 2 gp | 1d4 | bludgeoning | 20/60 | 2 lb. | PH | light, thrown |
#Mace | Simple | Melee | 5 gp | 1d6 | bludgeoning | Melee | 4 lb. | PH | — |
#Morningstar | Simple | Melee | 8 gp | 1d6 | piercing | Melee | 6 lb. | Revised | heavy, versatile (d8) |
#Warhammer | Martial | Melee | 15 gp | 1d8 | bludgeoning | Melee | 2 lb. | PH | versatile (1d10) |
#Maul | Martial | Melee | 10 gp | 2d6 | bludgeoning | Melee | 10 lb. | PH | heavy, two-handed |
#Quarterstaff | Simple | Melee | 2 sp | 1d8 | bludgeoning | Melee | 4 lb. | Revised | finesse, two-handed |
#Pole | Simple | Melee | 7 sp | 1d6 | bludgeoning | Melee | 7 lb. | 5A | reach, two-handed |
#War pick | Martial | Melee | 5 gp | 1d8 | piercing | Melee | 2 lb. | PH | — |
#Mancatcher | Martial | Melee | 15 gp | 1d4 | slashing | Reach | 10 lb. | 5A | racial (human), reach, special (grapple) |
#Bill | Martial | Melee | 5 gp | 1d10 | slashing | Melee | 4 lb. | 5A | two-handed |
#Halberd | Martial | Melee | 20 gp | 1d10 | slashing | Reach | 6 lb. | PH | heavy, reach, two-handed |
#Javelin | Simple | Melee | 5 sp | 1d6 | piercing | 30/120 | 2 lb. | PH | thrown |
#Spear | Simple | Melee | 1 gp | 1d6 | piercing | 20/60 | 3 lb. | PH | thrown, versatile (1d8) |
#Spear, flower | Martial | Melee | 10 gp | 1d8 | piercing | Reach | 4 lb. | 5A | finesse, racial (elf), reach, two-handed |
#Trident | Martial | Melee | 5 gp | 1d6 | piercing | 20/60 | 4 lb. | Revised | special (grab), thrown, versatile (1d8) |
#Pike | Martial | Melee | 2 gp | 1d10 | piercing | Reach | 6 lb. | PH | heavy, reach, two-handed |
#Sarissa | Martial | Melee | 5 gp | 1d10 | piercing | Reach | 18 lb. | 5A | heavy, racial (human), reach, special (reach), two-handed |
#Lance | Martial | Melee | 10 gp | 1d12 | piercing | Reach | 6 lb. | PH | reach, special |
#Dagger | Simple | Melee | 2 gp | 1d4 | piercing | 20/60 | 1 lb. | PH | finesse, light, thrown |
#Dirk | Simple | Melee | 3 gp | 1d6 | piercing | Melee | 1 lb. | 5A | — |
#Falchion | Simple | Melee | 2 gp | 1d6 | slashing | Melee | 2 lb. | 5A | — |
#Scimitar | Martial | Melee | 25 gp | 1d6 | slashing | Melee | 3 lb. | PH | finesse, light |
#Sword, short | Martial | Melee | 10 gp | 1d6 | piercing | Melee | 2 lb. | PH | finesse, light |
#Sword, arming | Martial | Melee | 12 gp | 1d8 | slashing | Melee | 2 lb. | 5A | — |
#Rapier | Martial | Melee | 25 gp | 1d8 | piercing | Melee | 2 lb. | PH | finesse |
#Sabre | Martial | Melee | 25 gp | 1d8 | slashing | Melee | 3 lb. | 5A | finesse |
#Elfblade | Martial | Melee | 80 gp | 1d8 | slashing | Melee | 7 lb. | 5A | finesse, heavy, racial (elf), versatile (d10) |
#Sword, long | Martial | Melee | 15 gp | 1d8 | slashing | Melee | 3 lb. | PH | versatile (1d10) |
#Sword, great | Martial | Melee | 50 gp | 2d6 | slashing | Melee | 6 lb. | PH | heavy, two-handed |
#Dart | Simple | Ranged | 5 cp | 1d4 | piercing | 20/60 | 0.2 lb. | PH | finesse, thrown |
#Throw Stick | Simple | Ranged | 1 gp | 1d4 | bludgeoning | 30/90 | 1 lb. | 5A | special, thrown (returns) |
#Shakram | Martial | Melee | 4 gp | 1d8 | slashing | 30/90 | 3 lb. | 5A | special (ranged), thrown |
#Net | Martial | Ranged | 1 gp | — | — | 5/15 | 3 lb. | PH | thrown, special |
#Bow, short | Simple | Ranged | 25 gp | 1d6 | piercing | 80/320 | 2 lb. | PH | ammunition, two-handed |
#Bow, long | Martial | Ranged | 50 gp | 1d8 | piercing | 150/600 | 2 lb. | PH | ammunition, heavy, two-handed |
#Bow, composite | Martial | Ranged | 125 gp | 1d8 | piercing | 150/300 | 3 lb. | 5A | ammunition, two-handed |
#Crossbow, light | Simple | Ranged | 25 gp | 1d8 | piercing | 80/320 | 5 lb. | PH | ammunition, loading, two-handed |
#Crossbow, hand | Martial | Ranged | 75 gp | 1d6 | piercing | 30/120 | 3 lb. | PH | ammunition, light, loading |
#Crossbow, repeating | Martial | Ranged | 120 gp | 1d6 | piercing | 40/80 | 10 lb. | PH | ammunition (5), loading, two-handed |
#Scorpion | Martial | Ranged | 60 gp | 1d8 | bludgeoning | 80/160 | 4 lb. | 5A | ammunition, loading, racial (gnome), special (ammunition), two-handed |
#Crossbow, heavy | Martial | Ranged | 50 gp | 1d10 | piercing | 100/400 | 18 lb. | PH | ammunition, heavy, loading, two-handed |
#Sling | Simple | Ranged | 1 sp | 1d4 | bludgeoning | 30/120 | — | PH | ammunition |
#Thrower | Martial | Melee | 2 gp | 1d6 | bludgeoning | 60/180 | 3 lb. | 5A | ammunition, finesse, loading, racial (halfling), special (ammunition) |
#Blowgun | Martial | Ranged | 10 gp | 1 | piercing | 25/100 | 1 lb. | Revised | ammunition, loading, special (stealth) |
#Blowgun, long | Martial | Ranged | 25 gp | 1d4 | piercing | 50/200 | 5 lb. | 5A | ammunition, loading, special (stealth), two-handed |
Firebrands
Weapons | Type | Use | Cost | Damage | Damage Type | Range | Weight | Properties |
---|---|---|---|---|---|---|---|---|
#Arquebus | Simple | Ranged | 30 gp | 1d12 | Piercing | 60/180 | 25 lb. | Ammunition, firebrand, loading, special (static), two-handed |
#Musket | Simple | Ranged | 50 gp | 1d12 | Piercing | 40/120 | 10 lb. | Ammunition, firebrand, loading, two-handed |
#Rifled Musket | Simple | Ranged | 1,000 gp | 1d10 | Piercing | 120/360 | 15 lb. | Ammunition, firebrand, heavy, loading, two-handed |
#Pistol | Simple | Ranged | 25 gp | 1d10 | Piercing | 30/90 | 3 lb. | Ammunition, firebrand, light, loading |
#Cavalry Pistol | Martial | Ranged | 40 gp | 1d12 | Piercing | 20/40 | 5 lb. | Ammunition, firebrand, heavy, loading |
#Dueling Pistol | Simple | Ranged | 200 gp | 1d10 | Piercing | 50/100 | 1 lb. | Ammunition, firebrand, loading |
#Blunderbuss | Simple | Ranged | 40 gp | 1d8 | Piercing | 20/40 | 8 lb. | Ammunition, firebrand, loading, special (cone), two-handed |
#Dragon | Martial | Ranged | 30 gp | 1d6 | Piercing | 15/30 | 5 lb. | Ammunition, firebrand, loading, special (cone) |
#Snuff Gun | Simple | Ranged | 50 gp | 1d8 | Piercing | 20/40 | 0.5 lb. | Ammunition, firebrand, light, loading |
#Pepperbox | Martial | Ranged | 500 gp | 1d8 | Piercing | 20/40 | 4 lb. | Ammunition, firebrand, loading (8 barrels) |
#Bomb | Martial | Ranged | 40 gp | 3d6 | Fire | 60 | 1 lb. | Firebrand, special (area) |
#Grenade | Martial | Ranged | 25 gp | 3d6 | Piercing | 60 | 1 lb. | Firebrand, special (area) |
Weapon Properties
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Firebrand An early firearm. The weapon makes a loud sound when fired, clearly audible at a distance of 300 ft.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Certain weapons have multiple barrels; you can use these to make multiple attacks.
Racial A racial weapon is mainly used by the indicated race, made and serviced by them. Other races can use it, but friendly relations are needed to buy one and other races may doubt your sanity. Simple racial weapons are considered martial weapons for outsiders.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Revised An existing weapon that has been modified.
Special: A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). A short descriptive text can be included as a reminder of what the weapon does.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Likewise, a ranged, thrown finesse weapon can be used with Strength instead of Dexterity.
Two-Handed: This weapon requires two hands when you attack with it.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Weapon Descriptions
Descriptions of all weapons. Pure descriptive text is in italics, rules in plain text.
Axes
A shaft with a metal cutting head, axes are powerful cutting weapons.
Sickle
Originally a harvesting tool and often improvised from such, the sickle is used by druids to cut plants and branches without touching them by hand.
Axe, hand
A small axe with a short, often curved handle. Can also be used to make kindling.
Axe, battle
A medium axe with a wooden shaft and a metal head, similar to a woodsman's axe.
Axe, great
A dedicated two-handed axe, the greataxe reaches from foot to shoulder in length.
Worn Weapons
A mix of fighting gloves, knuckledusters, and similar brawling implements.
Brass Knuckles
A metal plate with holes for the fingers, an attack with brass knuckles superficially looks like an unarmed strike but is much more dangerous.
Tiger Claws
A metal claw, tiger claws leave cutting wounds reminiscent of a wildcat's claws. A pair of tiger claws help climbing, giving advantage when climbing on wood and similar surfaces where the claws can catch and won't tear.
Hook
Handheld or sometimes worn as a prosthetic, a sharpened hook can strike and also make a grapple that inflicts weapon damage.
Cestus
A weighted glove with a metal striking surface, the cestus is a horrifying weapon properly employed.
Katar
A metal glove with a foot of pointed blade at the end, the katar can punch straight through a man.
Ram Helm
A robust helm of very heavy construction, often decorated with ram's horns, the ram helm is used to make headbutt attacks. Invented and used by dwarves. If you make a shove wearing this, you inflict weapon damage. The ram helm does not require a free hand to wield, but it is not a light weapon and cannot make "off-head" attacks.
Flexible Weapons
Flails and whips of all kinds.
Poi
A burner attached to a fine chain, the poi does fire damage. Two poi can be joined together and used as two weapons, or the chain can be extended to make a reach weapon, but not both at the same time. When used with a second weapon, the poi's chain is attached to that other weapon. A poi needs a flask of oil to burn for 10 minutes. Refueling a poi is an action.
Meteor Hammer
A length of chain with a weight at the end. Known as the manrikigusari in Japan. Two meteor hammers can be joined together and used as two weapons, or the chain can be extended to make a reach weapon, but not both at the same time. When used with another weapon, it is practical to attach the chain to that weapon. A variant is the spiked chain or rope dart that has a blade at the end, doing slashing damage.
Flail
A stout shaft with a hinged shorter rod at the top, the flail can build momentum to deliver powerful blows. Often improvised from threshing tools, this is a common peasant's weapon.
Ball and Chain
Invented and used by dwarves, the ball and chain is a heavy iron ball on a chain, swung in wide circles in front of or around the wielder.
Maces
A robust crushing head on a strong handle, maces are simple but effective.
Rock
A smooth rock can be an impressive throwing weapon. Only halflings and giants favor this weapon (apparently, size does matter). An crystal arcane focus can be used as a rock, but few magic users would take the risk.
Club
A stout piece of wood makes a cheap weapon, easy to improvise.
Cudgel
A more elaborate club, the cudgel is used in weapon practice and as a civilian weapon. It reaches from the ground to your waist.
Aspergillum
Also called a holy water sprinkler, an aspergillum is a perforated ball at the end of a stout stick. Strike a target with the ball, and some liquid will sprinkle on the target. The aspergillum does no damage unless it is loaded. It can be loaded with substances such as alchemist's fire, acid, contact poison, or holy water. A hit spills some of that substance on the target, which takes the appropriate type of damage. How much damage is done is determined normally using the aspergellum's damage value. It is an action to load an aspergillum using a bottle of the appropriate type, and one load is good for one minute once a combat begins.
Club, great
A large, two-handed club, powerful and easy to improvise.
Light hammer
A small hammer suitable for throwing. It can have a short wooden shaft or be made entirely of metal.
Mace
A short rod with a weighted weapon-head at one end, many maces are made entirely of metal, others are hardwood and might even use a stone head. A rod arcane focus can be used as a mace.
Morningstar
A spiked club, the morningstar is often improvised. A proper morningstar has a a metal head with integral spikes.
Maul
A huge club with a weight at one end used for devastating two-handed blows. Known as the tetsubo (iron staff) in Japan.
Pole Arms
A long pole, sometimes taller than the wielder, with some kind of axe or blade at the end. Useful in tight formations despite their size.
Quarterstaff
The wizard's staff can be an effective weapon in deft hands. An arcane focus that is a staff and a druid wooden staff can be used as a quarterstaff.
Pole
A 10 ft. pole employed as a weapons. It has reach, but is unwieldy and can't work up a good swing, relying on weak thrusts.
War pick
A sharply pointed head like that of a pick axe, the war pick is an armor-piercing weapon and can be improvised from earth-working tools.
Mancatcher
A metal fork with flexible prongs on a long pole. Used by human city guards to capture drunks and dangerous delinquents. Can be used to a initiate a grapple with reach and without requiring a free hand. You can then use it to attack a grappled target without releasing the grip.
Bill
Technically an oversize cleaver mounted on a stout wooden pole of about your own height. In the game the bill is a catch-all for a wide variety of small pole arms and can be almost any weapon head as long as the pole it is attached to is relatively short. These weapons look impressive and are often used by guardsmen.
Halberd
Technically a halberd is an axe-head at the top of a long pole, with a spear point protruding up and a hook at the back of the axe. In the game, halberd is a catch-all for longer pole-arms, and can have various heads and names, such as glaive, vogue, spetum, and more. The glaive had identical statistics and and was removed as redundant.
Spears
The most common weapon throughout history, a spear is simple yet effective.
Spear
A stick about as tall as the user, a spear is a universal militia weapon, easy to make and demanding little training.
Javelin
A powerful throwing weapon, the javelin is a short spear made for throwing, but it can be used in melee. A cord is wound around the shaft and gives added momentum, as well as stabilizing the javelin by rotation. Alternatively a spear-thrower can be used, but this is an additional item to keep track of.
Spear, flower
A spear with a flexible shaft and a tassel near the blade, the flower spear can strike in unexpected ways. Used by elves, and in certain martial arts styles. It can also be used as a 10 ft. pole.
Trident
A three-pronged spear associated with the sea and gladiatorial games. After you score a trident, you can attempt a grapple as a bonus action. If you use the trident to attack while you have someone grappled this way, you release the grapple.
Pike
A long spear that must be used in two hands. In 5E this is a spear of up to 10 ft. length. And even longer spear is called a #Sarissa.
Sarissa
As 5E already has a long spear called #Pike, the name sarissa is used for truly long pikes. An very long spear suitable for large formations, such as only human can normally field. The sarissa increases your reach by 10 ft instead of 5 ft. You have disadvantage when you use a sarissa to attack a target within 5 feet of you.
Lance
You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Blades
Daggers and swords are the noblest of weapons, often worn as a sign of status.
Dagger
A versatile fallback weapon, the dagger is of respectable size, larger than a regular knife. An ordinary knife works the same, but is considered improvised.
Dirk
A long thrusting dagger, often a secondary or emergency weapon. Sometimes bestowed as a mark of honor.
Falchion
An entrenching tool and weapon used by sappers and craftsmen. It combines the characteristics of sword, sickle, axe, and a bit of a shovel, adequate for each but master of none.
Scimitar
A heavily curved blade, the scimitar's shape is ideal for use on opponents that sweep by, such as for a whirling dervish or racing cavalryman.
Sword, short
Mainly a thrusting weapon, the shortword is not that much smaller than an arming sword.
Sword, arming
A one-handed sword worn with civilian clothes, the arming sword is a smaller longsword and strictly a one-handed weapon. A sign of nobility, you can expect to be allowed to wear your arming sword in situations where other weapons would be considered rude to wear.
Sword, long
The longsword is a big sword with a long hilt that allows it to be used in one or two hands. More of a military weapon than the similar arming sword.
Rapier
A long, thin blade made for thrusting, a rapier often has a square cross-section.
Sabre
Pioneered by elves, the sabre is a long, slightly curved blade with a razor's edge.
Elfblade
A long double-curved sword of elven make, the elfblade is shaped like a wave.
Sword, great
Made solely for use in two hands, the greatsword has a very long handle and a heavy but surprisingly short blade. It is wielded with the hands apart for greater leverage.
Thrown Weapons
Ranged, but not shot.
Dart
A harassment weapon, the dart can soften up an opponent. Darts can be worn attached to the inside of a shield.
Throw Stick
A wood or bone stick or stone disc carved to be perfect to throw. The boomerang is one type of throwing stick, but there are many others. A throw stick returns to where it was thrown from at the end of your turn, and you can catch it if you are still there.
Shakram
A large sharpened metal ring, the shakram is primarily a throwing weapon. Variants can be a circle of radiating blades, or flanged and are variously known as the danisco, goleyo, hunga munga, kpinga, and njiga. Popular among the Tuov. A shakram suffers disadvantage when used in melee.
Net
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Bows
Draw and release with our own strength.
Bow, short
A small selfbow, generally reserved for hunting.
Bow, long
A long selfbow, often taller than the user and capable of powerful attacks at long range. The large bow is awkward when mounted, halving the range.
Bow, composite
A small bow that packs as much punch as a longbow. Favored by mounted archers.
Crossbows
Storing tension with a trigger.
Crossbow, light
A handheld crossbow operated with two hands. A lever mechanism makes loading easy, and the light crossbow is handy both mounted and on foot.
Crossbow, hand
Also called the crossbow pistol, a hand crossbow is a small crossbow held in one hand.
Crossbow, repeating
A crossbow with a loading lever and 5-bolt magazine on top, the repeating crossbow allows rapid fire by cranking the lever, but has poor accuracy at range.
Scorpion
A small torsion crossbow, the scorpion is really understood and used only by gnomes. It looks like a small crossbow with a complex metal box in the center, but the arms of the bow are rigid. It can fire stones or crossbow bolts (changing the damage to piercing). It can also deliver holy water, alchemist's fire and similar missiles at half it's normal range and with proficiency bonus.
Crossbow, heavy
A large and powerful crossbow with a metal bow. Something of a sniper weapon, heavy crossbows work best in sieges and ambushes.
Slings
Whirl, whirl, and release!
Sling
A string of leather or cord with a pouch for holding the missile, the sling looks like a short coil of rope when not in use and might avoid suspicion that way.
Thrower
Halflings don't give their weapons fancy names. A thrower is a staff with a cup or pouch at the end, used to throw stones or darts (changing the damage to piercing) with impressive range and power. It can also deliver holy water, alchemist's fire and similar missiles at it's full range and with proficiency bonus. It can be used as an agile bludgeon in melee, without ammunition.
Blowguns
Your strength in in your breath.
Blowgun
A blowgun about as long as your underarm, firing tiny darts, pebbles, or seeds. The blowgun is used to hunt small game like fowl. It is silent and does not give away your position if used from stealth as long as no observer is within 30 ft.
Blowgun, long
A blowpipe longer than you, that fires dedicated darts to great effect. It is silent and does not give away your position if used from stealth as long as no observer is within 30 ft.
Firearms
The power of powder.
Arqebus
This overlong smoothbore weapon is a precursor to the musket, and more common than the musket at this time. It must be fired braced on a fork support (included). Using a fork means you cannot move in a turn you fire. If you have an assistant that coordinates their movement with you and does nothing except handle the fork, you can move and fire.
Musket
A musket is a high caliber smooth bore weapon made to produce a high volume of fire against big targets, such as massed infantry.
Rifled Musket
An expensive hunting weapon of comparatively fine caliber. The barrel is rifled, which stabilizes the bullet through rotation.
Pistol
A scaled-down musket, the pistol is still a large weapon. It will become common in civilian use.
Cavalry Pistol
Really a short carbine, the cavalry pistol is made to be as dangerous as a single-hand firearm can be.
Dueling Pistol
A high-quality, fine-calibre wheelock pistol made for precision. Slow to reload and fragile, they seldom saw use on the battlefield, but these weapons are becoming quite popular in duels.
Blunderbuss
A precursor of the shotgun, a blunderbuss is a short, high-caliber musket firing shot; in an emergency it can be loaded with whatever junk is available. The trademark flared muzzle assists in loading, but was not generally very pronounced. It is mainly a weapon for city and shipboard fighting, or to scatter a crowd. The blunderbuss attacks all targets in a cone out to its range.
Dragon
The pistol version of the blunderbuss, itself a primitive precursor of the shotgun, this is is a high-caliber pistol firing shot. It is a cavalry or ship boarding weapon. The dragon attacks all targets in a cone out to its range.
Snuff Gun
The snuff gun is a small caliber, short barrel weapon concealed in some everyday item - a snuff box is the most popular, but everything from cutlery to holy symbols can have guns fitted in them. Any close inspection will reveal the weapon for what it is.
Pepperbox
Multiple snuff gun barrels rotated to face the hammer one after the other, the pepper-box allows multiple shots without reloading.
Bomb
A bomb is thrown and explodes in a flash of hot fire. It is a one-use item. As an action, a character can light a bomb and throw it at a point up to 60 feet away. 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 an iron casing containing a powder charge. Each grenade is a one-use item. As an action, a character can light a grenade and throw it at a point up to 60 feet away. Each creature within 10 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 piercing damage.
Accessories
Double Barrels
All firebrands except the blunderbuss, dragon, and pepperbox can be made in double-barreled versions at five times the cost and twice the weight. This allows 2 shots before reloading.
Shot and Powder
All firearms use powder and shot that are similar enough not to make any difference, and cannot be recovered after use. Powder is very expensive, costing 5 sp per shot. Powder is carried separately until loaded in the rifle, usually in a water-tight powder horn. Shot is cheap, at 1 gp per 100 shots and lead can often be looted from pipes and roofs. The powder is the same for all firearms, while shot is made for a specific type of firearm but easily molded at any campfire. Weight is 1 lb. for 20 shots.