Arcane Firearm Modifications (5e Variant Rule)
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Firearm Modifications[edit]
This rule adds a number of weapon modifications for firearms.
Acquisition[edit]
Catalyst Firearm Modifications can be purchased for 500 gold pieces or crafted using your tinker tool's using 500 GP worth of raw materials. Costs can be lowered if DM allows resources to be gathered using Survival checks.
Exploring Modifications[edit]
- Ammo Capacity
The ammo capacity of a firearm is a description of how many times it can be used before needing to be reloaded. Expanding or extending the loading chamber allows for fewer reloads in extended combat scenarios.
- Barrel
The barrel of a firearm is where the damaging pieces(bullets, pellets, etc.) come out. Changing the length, weight, materials, and pattern of the barrel can adjust properties of the firearm.
- Frame
The frame is the base of the firearm. It is what all modifications are attached to besides specific personal touches.
- Grip
The grip of firearm is the area that is designed to be held. For larger firearms that require two hands, this includes an area that is around the barrel for increased stability.
- Personal Touch
A personalized touch of a firearm is a physical trinket or other addition, such as a knife, that is attached to the firearm that imbues it with unique properties.
- Reload
Modifications to the reload make it easier for a user to expel spent ammunition, and add fresh ammunition to the firearm. Depending on the firearm, this may involve shells, clips, magazines, or drums.
- Rune
A rune is typically carved into main-hand grip of the firearm. Runes often add a magical effect to the firearm.
- Sight
The sight of firearm is used for aiming at targets. Firearms can have a sight that runs along the barrel, or detachable scope using lenses to magnifying, or otherwise enhance visibility.
Using Modifications[edit]
A single firearm may only have 1 of each type of modification at a time for the the following parts: Barrel, Frame, Grip, Personal Touch, Reload, Rune, and Sight.
Ammo Capacity modifications may be chosen more than once and stack every time you select the modification, up to three times.
Modifications can be replaced or removed as needed. Doing so requires 10 minutes and tinker's tools.
Modifications[edit]
Ammo Capacity[edit]
- Improved Capacity
The maximum ammo capacity increases by 1.
Barrels[edit]
- Heavy Barrel
The weapon can no longer fire at max range, but gains addition 1d4 piercing damage.
- Snub Barrel
The weapon can make close-ranged attack with advantage.
- Rifled Barrel
Whenever attacking outside this weapon's normal range, you don't suffer disadvantage on attack rolls.
Frame[edit]
- Twisted Frame
Critically hits cause an extra 1d6 of piecing damage.
- Blackened Frame
The weapon gains +1 to damage rolls.
- Silvered Frame
This weapon's damage is considered magical for the purpose of overcoming immunity or resistance to non magical attacks and damage
Grips[edit]
- Bone Scales/ Stock
While wielding the weapon, you gain a +1 bonus to your spell save DC
- Ironwood Scales/ Stock
The weapon +1 to attacks and damage rolls with the Catalyst Firearm.
- Heartwood Scales/ Stock
Whenever you kill a creature using this firearm, you gain 1 temporary hit point per Eldritch Gunslinger, and +1 to your concentration checks while wielding this firearm.
Personal Touch[edit]
- Bladed Barrel
You may replace one shot from this weapon with a swing from its blade. this blade deals 1d6 slashing damage and has a range of 5 feet, using strength as the modifier for attack and damage rolls. If you are proficient in the firearm, you are proficient with this bladed attack
- Lucky Charm
whenever you would misfire, instead reroll the attack and take the new roll, possibly avoiding a misfire
- Modular Design
Modifications take half the time and price to make.
- Void Holster
The Firearm is holstered in the Astral Plane. you can summon and dismiss the firearm as a free action, and can summon the firearm as part of drawing the weapon. while in the astral plane, this firearm weighs nothing
Reload[edit]
- Eldritch Siphon
You can ignore the reload and ammunition property of this firearm, at the cost of 1 hit point for every attack made using it, or the cost of 10 hit point if you choose to use the Burst Fire property.
- Speed-loader
You can reload this weapon as a bonus action.
- Auto-Loading Device
You can Reload as a free action, but you cannot use this Firearm Modification again until you have spent an action to reset the device. Gain +1 to this firearm's [[OGC:Misfire (5e Variant Rule)|misfire] chance
Rune[edit]
- Rune of Silence
This weapon makes no noise, and does not break stealth whenever you fire the weapon
- Rune of Necorosis
The weapon deals an additional 1d6 Necrotic damage.
- Rune of Vampirism
whenever you deal damage using this Firearm, you heal 1 hit point per target hit.
- Rune of Element
The weapon deals an additional 1d6 of either Fire, Cold, Lightning, Poison, or Force damage. you can change this damage type at then end of each long rest.
- Rune of Terror
Killing an enemy will induce fear to enemies within a 5ft radius of target, affected targets must roll DC Wisdom saving throw on action.
- Rune of Destruction
The ruin activates when you kill an enemy, causing it to explode. this explosion deals 1d10 force damage in a 10ft radius.
- Rune of Blood
a Creature hit by this firearm will take 1d4 slashing damage at the start of their turn. this slashing damage can only be stopped by the creature receiving healing, or by having a creature using their action to make a DC 15 Medicine check. this Modification has no affect on Constructs, or other creatures that have no blood
- Rune of Binding
Firearm is magically bound to you, and you can no longer be disarmed
- Rune of the Taken
the first time each combat that you Kill a humanoid creature, you can choose to raise them as if you had cast Raise Dead. this Zombie lasts for only one minute, after which it burns into ash.
Sights[edit]
- Far-Vision Sights/Scope
Weapon can make an attack at it's longest range without disadvantage. if you have the Rifled Barrel, you can double the range and long range of the firearm.
- Edritch Sights
When using the firearm to make spell attacks (such as using it as a spellcasting focus), it grants you a +2 bonus to spell attack rolls.
- Glow Stone Sights
The sights for this weapon glow in darkness, and can enhance your own vision as well. attacks with this weapon don't suffer disadvantage from attacking targets in magical and non-magical darkness.
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