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 gold pieces of material. 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
Snub Barrel

The weapon can no longer fire at max range, but gains addition 1d4 piercing damage.

Rifled Barrel

The weapon can make close-ranged attack with advantage.

Frame[edit]

Twisted Frame

Critically hits cause an extra 1d6 of piecing damage.

Blackened Frame

The weapon gains +1 to damage rolls.

Silvered Frame

The weapon deals normal damage to targets that have immunity or resistance to non-magical weapons.

Grips[edit]

Bone Scales/ Stock

The weapon +1 to the save DC of your Spells.

Ironwood Scales/ Stock

The weapon +1 to your attacks and damage rolls with the Catalyst Firearm.

Heartwood Scales/ Stock

You gain 1 temporary hit point per class level with firearm proficiency, and +1 to your concentration checks while wielding the firearm.

Personal Touch[edit]

Bladed Barrel

The weapon may deal 1d6 slashing damage to enemy within 5ft as an action.

Lucky Charm

You gain a re-roll on a misfire.

Modular Design

Modifications take half the time and price to make.

Void Holster

The firearm is holstered in a void and can be summoned directly into the hand at will. The firearm cannot be stolen from the void, and while in the void holster weighs nothing.

Reload[edit]

Eldritch Siphon

Instead of reloading you can attack at the cost of 1 hit point per shot fired until you reload again.

Speed-loader

You can reload as a bonus action.

Auto-Loading Device

Automatically reloads but takes full action to reset the device after one use. Gain +1 to misfire.

Rune[edit]

Rune of Silence

The weapon is considered silent when firing.

Rune of Necorosis

The weapon now does added 1d6 Necrotic damage.

Rune of Vampirism

The weapon now heals wielder up to 1 hit point per target hit.

Rune of Element

The weapon can deal 1d6 of either Fire, Frost, Lightning, Poison, or Force damage. Element type is selected at 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, causes 1d10 force damage in a 10ft radius.

Rune of Blood

Causes target 1d4 bleed damage once per turn until healed or hit points reach 0.

Rune of Binding

Firearm is magically bound to player and thus cannot be disarmed.

Rune of the Taken

First target killed in a single combat instance becomes a zombie for 1 min, then burns to ashes.

Sights[edit]

Far-Vision Sights/Scope

Weapon can make an attack at it's longest range without disadvantage.

Edritch Sights

When using the firearm to make spell attacks, it locks onto the target and gain a +2 on attack roll.

Glow Stone Sights

Sights glow in the dark, doesn't have disadvantage when firing in the dark.

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