Chapter 6 · Equipment
Firearm Modifications
Upgrading Firearms
Marksmen and Techmaturges are not just firearm users. Their knowledge and practice let them push a firearm beyond what it was built to do. With gunsmith’s tools, material components, and time, they can upgrade their weapons.
Characters of other classes can also do this, but they need proficiency with the Gunsmith Craft.
Upgrade Capacity. By spending 1 hour of work and 50 GP in materials, you can increase the maximum capacity of some firearms using your gunsmith’s tools. Doing so increases the weapon’s Capacity by +1, up to the maximum for that weapon type. For each hour of work, you must make a Technology check DC 20; if you don’t have proficiency with the Gunsmith Craft, this check is made with disadvantage.
On a success, your work continues normally. On a failure, the weapon’s Capacity and Misfire both increase by +1. You can spend half an hour of work and 25 GP in materials to repeat the check, removing the Misfire increase on a success.
Capacity Limit
- Handcannon, Axe Cannon: 2
- Light Bayonet, Derringer: 5
- Flintlock Pistol, Carbine, Shotgun, Musket, Sword Musket: 6
Upgrade Damage. By spending 2 hours of work and 100 GP in materials, you can modify a firearm to deal more damage using your gunsmith’s tools. Doing so requires a Technology check DC 25; if you don’t have proficiency with the Gunsmith Craft, this check is made with disadvantage.
On a success, the weapon gains its new damage according to its type. On a failure, the weapon’s damage doesn’t change and it gains +1 Misfire and +2 Strength. You can spend another hour of work and 25 GP in materials to make a new roll, removing the added Misfire and Strength on a success.
Weapon Damage
- Carbine, Handcannon, Flintlock Pistol, Light Bayonet, Derringer: 1d8
- Shotgun, Revolver: 2d6
- Pistol: 2d8
Firearm and Ammunition Modifications
Some classes that use firearms can modify these weapons and their ammunition, adapting them to their adventures and often making them even deadlier.
Below are the tables for Firearm and Ammunition modifications, separated by the tier of each modification.
The rules for these modifications are detailed in the classes that have this resource.
Weapon Modifications
| Tier | Modification | Effect | Type | Weapons |
|---|---|---|---|---|
| 1 | Rifled Barrel | Your weapon's barrel has grooves that help guide the ammunition, increasing shot accuracy. Its misfire threshold and critical range are both reduced by 1. | Barrel | All |
| 1 | Exhaust Barrel | The weapon vents its gases more efficiently, lowering the required Strength value and the Misfire threshold by 1. | Barrel | All |
| 1 | Coupled Blade | Modifies a Medium or Long ranged weapon. Adding a mount for a small blade with a dagger, that dagger keeps its standard properties, and the modified weapon gains the mutable property. | Extra | Medium, Long |
| 1 | Light Alloy | The weapon becomes lighter, lowering the required Strength value by 2. | Alloy | All |
| 1 | Nonporous Alloy | Neither the weapon nor its loaded ammunition are affected by moisture or submersion. You can use the weapon to make attacks underwater normally, up to the weapon's normal range. | Alloy | All |
| 1 | Silencing Alloy | This weapon gains the Silenced property. | Alloy | Light, Medium, Long |
| 1 | Hardening Rune | While this weapon is within 200 feet of you, it no longer needs maintenance to function normally. | Personal | All |
| 1 | Memory Drum | When you hit a target with a critical attack, the weapon used is automatically reloaded. This happens a number of times equal to your Wisdom modifier per short or long rest. | Reload | All |
| 2 | Vampiric Weapon | When making an Attack on your turn, you can choose to suffer 1 point of damage (which cannot be mitigated) to fire a shot beyond your weapon's capacity using spectral ammunition; you can do this up to 2 times. Your current and maximum hit points are reduced until the end of your next long rest. If your maximum hit points are reduced to 0, you die instantly. | Reload | All |
| 2 | Auto-Reload | When this weapon's ammunition reaches 0, it fully reloads. This happens a number of times equal to your Wisdom modifier per short or long rest and expends ammunition normally. | Reload | All |
| 2 | Short Barrel | The weapon can only make attacks at its normal range. When it hits a target that is up to 1 size category larger than you, that target is pushed 10 feet back. | Barrel | Medium, Long |
| 2 | Minor Elemental Barrel | The damage dealt by the weapon becomes acid, lightning, cold, or fire. You choose the damage type when making the modification. | Barrel | All |
| 2 | Long Barrel | The weapon can attack up to its maximum range without disadvantage from distance or hostile weather. | Barrel | Light, Medium, Long |
| 2 | Interchangeable | This weapon has a mechanism that makes swapping its barrel easier. You can swap the weapon's barrel using a bonus action. | Extra | Light, Medium and Long |
| 2 | Thermal Alloy | This weapon's temperature is not increased or decreased by magical effects such as the heat metal spell, and it is immune to freezing. | Alloy | All |
| 2 | Action Drum | A small apparatus for heated moments that allows you to use an Attack action to reload the weapon. | Reload | Light, Medium, Long |
| 2 | Old Faithful | The weapon's Misfire threshold is reduced by 2. | Personal | All |
| 3 | Pressurized Barrel | The weapon deals 1 additional damage category, but the required Strength value increases by 1. | Barrel | All |
| 3 | Ethereal Alloy | Shots fired by this weapon hit incorporeal creatures as though they were corporeal, and attacks made with this weapon deal an additional 1d4 energy damage. | Alloy | All |
| 3 | Tactical Scope | Using a bonus action, you can aim through the scope to gain advantage on your next attack roll with this weapon. | Personal | All |
| 3 | Vampiric Reload | When you reduce an opponent's hit points to 0, or roll a natural 20, your weapon is completely reloaded with spectral ammunition. Spectral ammunition cannot be removed from the weapon, only fired. | Reload | All |
| 3 | Taser | This weapon is fitted with a mechanism that builds up a charge with every shot, capable of delivering electrical discharges on touch. With an action, you can touch a creature, forcing it to make a Dexterity saving throw DC equal to your Trick Shot DC. On a failure, it takes 1d12 lightning damage and is Incapacitated until the start of your next turn. The weapon can store 1 charge and gains a charge for every three shots fired. | Extra | All |
| 4 | Modular Design | You can modify this weapon during a short rest. | Personal | All |
| 4 | Major Elemental Barrel | The damage dealt by the weapon becomes antimonic, plasma, glacial, or incinerating. You choose the damage type when making the modification. | Barrel | All |
| 4 | Taser Blade | This weapon is fitted with a mechanism that builds up a charge with every blow, capable of delivering electrical discharges on touch. On a successful melee attack, the creature takes an additional 2d8 lightning damage and must make a Constitution saving throw DC equal to your Trick Shot DC. On a failure, the target is Incapacitated until the start of your next turn. The weapon can store 1 charge and gains a charge for every three attacks made. | Extra | Bayonet |
| 4 | Kinetic Alloy | The weapon's critical range is reduced by 1. | Alloy | All |
| 4 | Duplicator Drum | Ammunition loaded in this drum can be fired twice. After the first time it is fired, a spectral trace of it remains ready to be fired. | Reload | All |
Ammunition Modifications
| Tier | Modification | Price | Weapons | Effect |
|---|---|---|---|---|
| 1 | Snare | 3 GP | Medium, Long and Cannons | This ammunition deals no damage, but when an enemy is hit by it, they become Restrained. Medium or smaller creatures are Restrained for 3 rounds, Large creatures for 2, Huge creatures for 1, and Gargantuan creatures are unaffected. Creatures affected by this ammunition can make a Strength saving throw DC equal to your Trick Shot DC at the end of each of their turns to end this condition. |
| 1 | Corrosive Ammunition | 2 GP | All | Successful attacks made with this weapon deal an additional 1d4 acid damage. |
| 1 | Ricochet Ammunition | 1 GP | Light, Medium and Long | Attacks made with this weapon can ricochet. If an attack hits, you can choose an additional target within 10 feet of the original target and make an attack roll with disadvantage against that second target. The ricochet deals 1d6 + your Dexterity modifier piercing damage. This second attack is not affected by the weapon's Misfire threshold. |
| 1 | Piercing Ammunition | 2 GP | Light, Medium and Long | Attacks made with this ammunition ignore resistance to piercing damage. |
| 2 | Restorative Charge | 5 GP | Light, Medium and Long | When a creature is hit by this ammunition, it takes no damage and instead regains 1d10 + 5 times your proficiency bonus in hit points. A forewarned ally can voluntarily be targeted by this, treating their AC as 10. |
| 2 | Explosive Dart | 7 GP | Light, Medium and Long | When this ammunition hits a target, it explodes, forcing all creatures within a 5-foot radius of the target to make a Dexterity saving throw DC equal to your Trick Shot DC. On a failure, an affected creature takes 4d6 fire damage and, if it is Large or smaller, falls Prone. |
| 3 | Expansive | 10 GP | All | When this ammunition hits a target, the round expands, causing the hit target to take Bleeding equal to half your proficiency bonus. |
| 3 | Incendiary | 10 GP | All | When this ammunition hits a target, it explodes, causing the hit target to become Scorched, taking your proficiency bonus as fire damage until it is put out. |
| 4 | Fragmentation | 50 GP | Light, Medium and Long | When this ammunition hits a target, it explodes into several fragments inside the target's body, causing the hit target to take half your proficiency bonus in disruptive damage every turn it moves. Removing these fragments requires surgery, made with a Medicine check DC 20 or the regenerate spell. This ammunition has no effect on undead, constructs, creatures without blood circulation, and creatures above Large size. |
| 4 | Paralyzing | 50 GP | All | A creature hit by this ammunition must make a Constitution saving throw DC 10 + your proficiency bonus + your Wisdom modifier (or Intelligence, when fired by a Techmaturge). On a failure, the creature is Paralyzed for 3 rounds. The creature can repeat the saving throw at the start of each of its turns to end this condition. |
