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Firearm Modifications

To add a modification to an item you own, you must first Carbine Extension
purchase it. The Cost of a modification is often contingent on By adding a stock and foregrip to a one-handed firearm you
the specific item it is intended to modify or other factors. can significantly reduce its recoil. The weapon gains the
Then, you must spend a small amount of time applying the Foregrip (+10/+30) property.
modification. This counts as light activity for the purposes of Restrictions. Firearm must not have the Two-handed
resting. At the end of the time period, you must make a skill property.
check using Mechanical tools to determine your success at
applying the modification. On a success, the modification is Extended Barrel
applied successfully. On a failure, the modification is not The weapon's weight is increased by 1/4th (minimum 1 lb.).
applied to the item. On a critical failure, the modification is The normal range of the weapon is increased by one step on
damaged beyond repair. You can decide to spend additional the following chart. The long range of your weapon is three
care and time applying a modification. If you spend a number times its new normal range.
of hours applying a modification, you gain a bonus to the skill
check equal to the number of hours multiplied by 2, up to a 30 ft. 40 ft. 50 ft. 60 ft. 80 ft. 100 ft. 120 ft. 150 ft.
maximum of +10.
Removing an applied modification is done in the same Restrictions. Firearm must not have the Shortened
manner to applying a modification, but the DC for the check is modification.
reduced by 5. On a success, the modification is removed
successfully. On a failure, the modification is not successfully Expanded Magazine
removed from the item. On a critical failure, the modification The firearm is modified to take much larger magazines. It's
is damaged beyond repair. Reload property increase to Reload (10 shots) .
Modifications usually have restrictions placed on them that Restrictions. Firearm must be a musket with the
limit the types of items the modification can be applied to. Box/Cylinder Conversion modification.
Firearms can only have one the same modification applied at
any one time, unless otherwise specified. Integrated Shield
Firearm Modifications While wielding this weapon, you are also treated as though
Modification Cost Check DC Extra Weight
you were wielding a Buckler.
Restrictions. Two-handed firearms only, weapon must not
Auto Mechanism 275 gp 16 0 lbs. have the Alternate Weapon modification.
Bayonet Weapon Variable 16 Variable
Lightweight
Box/Cylinder Conversion 275 gp 14 0 lbs. The firearm's weight is reduced by 3 lbs. (to a minimum of
Carbine Extension 275 gp 16 2 lbs. half the firearm's original weight).
If the firearm is a pistol and lacks the Foregrip and Light
Extended Barrel 150 gp 14 Variable properties, then it gains the Light property.
Expanded Magazine 500 gp 14 0 lbs.
Shortened
Integrated Shield 275 gp 12 1 lbs.
The weapon's weight is reduced by 1/4th (to a minimum of
Shortened 150 gp 14 -2 lbs. half the weapon's original weight). The normal range of the
weapon is reduced by one step on the following chart. The
Auto Mechanism long range of your weapon is three times its new normal
The firearm gains the Burst Fire property (DMG, pg. 267). range.
Restrictions. Firearm must have the Expanded Magazine
modification. 30 ft. 40 ft. 50 ft. 60 ft. 80 ft. 100 ft. 120 ft. 150 ft.

Bayonet Weapon If the weapon is a pistol and lacks the Foregrip and Covert
Choose a light one-handed melee weapon. The chosen properties, then it gains the Covert property.
weapon is integrated into the firearm and is usable as long as Restrictions. Firearms only, weapon must not have the
the firearm is being used. The weight of the firearm is Extended Barrel modification.
increased by half the weight of the alternate weapon. This kit
includes the weapon to be installed, which cannot be used in
its uninstalled form.
Cost. Cost of bayonet weapon x2
Box/Cylinder Conversion
You develop self contained cartridges for your firearm that
allows it to load from either a spring loaded box magazine (if
it is a musket) or a rotating cylinder (if it is a pistol). The
firearm loses the Loading property and gains the Reload (5
shots) property (DMG, pg. 267).

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Accessories Special Ammunition
Accessories function similarly to modifications, in that they Specialised ammunition can be bought which alters the
provide some modification to the except they can be applied behavior of the firearm it is used for. When buying special
quickly and without a skill check. Applying a modification to ammunition, you purchase the ammunition the cost listed,
an item is an action. which is given for 10 bullets.
Most ammunition cannot have more than one property of
Weapon Accessories the same type, such as multiple cores or multiple playloads,
Items Cost Weight but you can combine any Payload with any Core. This
Scope combines the cost of the two special properties into one. For
example, armor piercing explosive bullets would cost 40 gp
    x2 150 gp 1/2 lb. per 10 bullets.
    x4 275 gp 1 lb. Hollow point. This weapon deals an extra 1d4 points of
damage against unarmored targets.
    x8 500 gp 1 lb. Armour Piercing. The firearm's attacks ignore resistance
Suppressor 55 gp 1/2 lb. to Piercing damage from non-magical weapons.
Explosive. Designed to produce a small explosion on
Scope. Scopes are used to increase the range of a weapon, impact, successful attacks using explosive ammunition deals
allowing the user to shoot more consistently at longer an additional 1d6 bludgeoning damage.
distances farther. By spending a bonus action to line up a shot Holy Water. These bullets, a favourite of demon slayers,
with your scope, you increase the normal and long ranges of release holy water on impact. Successful attacks using holy
the weapon by an amount shown in the following table until water ammunition deals an additional 1d6 radiant damage if
the start of your next turn. the target is a fiend or undead.
Incendiary. Igniting briefly on impact, successful attacks
Scope Normal Range Increase Long Range Increase using incendiary ammunition deals an additional 1d4 fire
x2 x1.5 x1.0 damage.
High-explosive incendiary. High-explosive incendiary
x4 x2.0 x1.5 ammunition combines the effects of explosive and incendiary
x8 x3.0 x2.0 ammunition.
Silvered. Silvered ammunition follows the same rules
Suppressor. A suppressor is a device attached to the barrel of detailed in chapter 5 of the Player's Handbook.
a firearm which reduces (but don't negate) the amount of Special Ammunition
noise and visible muzzle flash generated by firing. When you
make a ranged attack with a suppressed firearm, creatures Ammunition Type Cost
further than 30 feet from you don't hear the gunshot.   Hollow Point Payload, Core 20 gp

New Properties   Armour Piercing Core 20 gp

Covert. You have advantage on Dexterity (Sleight on Hands)   Explosive Payload 20 gp


checks to conceal this weapon.   Holy Water Payload 10 gp
Foregrip. This weapon can be used with one or two hands. If   Incendiary Payload 15 gp
used in two hands, its normal and long ranges are increased   High-explosive incendiary Payload 55 gp
by the values in brackets. If no values are given, then the
ranges are doubled.   Silvered Coating See PHB

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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