Difference between revisions of "Weapons (5A)"

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=== Blunderbuss ===
 
=== 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.
+
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 is generally not 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 ===
 
=== Dragon ===

Revision as of 12:47, 12 August 2022

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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)
#Spiked Armor Martial Melee 50 gp 1d4 piercing Melee 6 lb. 5A light, special (attached)
#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 1d6 bludgeoning Melee 4 lb. Revised finesse, versatile (d8)
#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
#Lancegay Martial Melee 5 gp 1d10 piercing Melee 4 lb. 5A special, two-handed
#Lance Martial Melee 10 gp 1d12 piercing Reach 6 lb. 5A heavy, 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
#Boomerang Simple Ranged 1 gp 1d4 bludgeoning 30/90 1 lb. 5A special, thrown (returns)
#Dart Simple Ranged 5 cp 1d4 piercing 20/60 0.2 lb. PH finesse, thrown
#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. 5A 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

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.

Racial A racial weapon is mainly used and made by the indicated race. Other races can use it, but friendly relations are needed to buy one and some may doubt your sanity.

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. 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

A short handle with a metal blade attached. The blade can be mounted at an angle or a larger blade can be used that has a curved, hooked shape. 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. As the kama, it is a popular weapon in martial arts.

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 be used in a grapple to inflict weapon damage on a successful Strength (Athletics) check to grapple.

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 heavy construction, often decorated with ram's horns, the ram helm is used to make headbutt attacks. Invented and used by dwarves. If you succeed at a Strength (Athletics) check to shove wearing this, you also 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.

Spiked Armor

Spiked armor is what you get when a smith adds Armor Spikes to your armor. About a dozen blades are added in places where you can use them to attack or retaliate. Because they are attached to your armor, they cannot be disarmed, and you do not need a free hand to use spiked armor. You can use spiked armor in normal attacks and off-hand attacks on the same round. Fitting an old set of armor spikes to a new set of armor costs 50 gp, any special qualities of the old spikes are transferred as well.

Flexible Weapons

Flails and whips of all kinds.

Whip

Twinned leather cords tapering to a fine point creates a tool with long reach that can snap, entangle and create a loud cracking noise.

Poi

A burner attached to a fine chain, the poi is swung in circles that look like orbiting balls of fire. A 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. A poi needs a flask of oil to burn for 10 minutes. Refueling a poi takes a minute, lighting one (or two poi joined together) is an action.

Meteor Hammer

A length of chain or string with a weight at the end. 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. A variant is the spiked chain that does slashing damage and the rope dart that does piercing damage.

Flail

A stout shaft with a hinged shorter rod or weighted ball 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 aspergellum's damage value of the appropriate type of damage. It is an action to load an aspergillum using a bottle of the appropriate type, and one load is good for one minute once 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 weapon. Some consider this the proper length of a quarterstaff. It has reach.

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. Once it has scored a grapple, it cannot attack another target until the grapple is broken.

Bill

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 have 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 inflict damage with a trident, you can attempt to grapple your target as a bonus action and without needing a free hand. If you use the trident to attack anyone except the target you have grappled, you release the grapple.

Pike

A very long spear that must be used in two hands.

Lancegay

A short, heavy spear that is used in two hands on foot or in one hand mounted.

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 small enough to be easily hidden. It can also be thrown. 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

A very common weapon used by civilians all over the world. In the military it can be an entrenching tool and is favored by sappers. It combines the characteristics of sword, sickle, axe, and a bit of a shovel, adequate for each use 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. Anyone who gain proficiency with the #Rapier can choose to become proficient with the sabre instead.

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.

Boomerang

A wood or bone stick or stone disc carved to be perfect to throw. The boomerang is one type, but there are many others. A boomerang returns to where it was thrown from at the end of your turn, and you can catch it if you are still there.

Dart

A harassment weapon, the dart can soften up an opponent. Darts can be worn attached to the inside of a shield.

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

Stored 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 but it still takes two hands to reload.

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.

Firebrands

The power of powder. Greyhawk firearms are called firebrands. The gunpowder they use is an alchemical substance, with the feces of dragons or dinosaurs being an important element that limits the amount that can be produced.

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
#Pistol Simple Ranged 25 gp 1d10 Piercing 30/90 3 lb. Ammunition, firebrand, light, loading
#Rifled Musket Martial Ranged 1,000 gp 1d10 Piercing 120/360 15 lb. Ammunition, firebrand, heavy, loading, two-handed
#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 8 gp 2d6 Fire 60 0.5 lb. Firebrand, special (area)
#Grenade Martial Ranged 5 gp 2d6 Piercing 60 0.5 lb. Firebrand, special (area)

Arquebus

This very long 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, on the battlefield this is at best an emergency weapon for officers, but they 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 is generally not 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. It can also be concealed in a purse or voluminous clothing. 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 up to 60 feet. It then explodes with a 5 feet radius. Each creature within the radius must succeed on a DC 10 Dexterity saving throw or take 2d6 + your Dexterity bonus 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 up to 60 feet. It then explodes with a 10 feet radius. Each creature within the radius must succeed on a DC 10 Dexterity saving throw or take 2d6 + your Dexterity bonus piercing damage.

Accessories

Double Barrels

All firebrands except the pepperbox, bombs, and grenades can be made double-barreled at five times the cost and one and a half times the weight. This allows two shots to be fired before reloading the weapon.

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 a campfire. Weight is 1 lb. for 20 shots.