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 one free hand to reload a firearm.


Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 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 firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.


Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.


All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.


Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50 gp 2 gp (20) 1d8 piercing 1 lb. 40/160 Light, reload 1, misfire 1
Pistol 150 gp 4 gp (20) 1d10 piercing 3 lb. 60/240 Reload 4, misfire 1
Musket 300 gp 5 gp (20) 1d12 piercing 10 lb. 120/480 Two-handed, reload 1, misfire 2
Pepperbox 250 gp 4 gp (20) 1d10 piercing 5 lb. 80/320 reload 6, misfire 2
Blunderbuss 300 gp 5 gp (5) 2d8 piercing 10 lb. 15/60 reload 1, misfire 2
Bad News Crafted 10 gp (5) 2d12 piercing 25 lb. 200/800 Two-handed, reload 1, misfire 3
Hand Mortar Crafted 10 gp (1) 2d8 fire 10 lb. 30/600 Reload 1, misfire 3, explosive