Equipment

Weapons

 * Elegant: A weapon with this property allows the wielder to use their Dexterity modifier for attack and damage rolls, but requires a strength of score of 12 to adequately use. Weapons with this property do not gain sneak attack.
 * Skirmish: You have a +2 bonus to attack rolls against a creature you are grappling, as well as against creatures that are grappling you.
 * Shield Pass: When attacking a creature that is wielding a shield, you ignore the base bonus to AC the shield provides.

Critical Hit Abilities
Black Etherium: A weapon can only be crafted from black etherium by a master (tool kit ability check 30). Whenever a creature that has spell slots takes damage from a black etherium weapon, there is a 30% chance that any magical effects the creature is under are dispelled as per the dispel magic spell. A weapon or 10 pieces of ammunition crafted with this material cost an additional 700gp from its base cost.
 * Disabling: When you score a critical hit against a creature, you have a X% (d100) chance of giving the creature disadvantage on its next attack roll, ability check or saving throw.
 * Flourishing: When you score a critical hit against a creature, you have a X% (d100) chance of giving yourself a +2 bonus to hit on your next attack with this weapon.
 * Wrecking: When you score a critical hit against a creature no larger than one size than you, you have a X% (d100) chance of knocking the target prone or shoved 10ft from you, your choice.
 * Rending: When you score a critical hit against a creature, you have an X% (d100) chance of dealing additional damage equal to your Strength or Dexterity ability modifier (whichever is higher).
 * Sundering: When you score a critical hit against a creature with natural armor or is wearing medium/heavy armor, you have a X%(d100) chance of permanently reducing their AC by 1. Natural armor recovers this reduction on a long rest. Armor recovers from this reduction when repaired for a quarter of the armor's cost with the appropriate tools.

Shield
Pavis Shield: As an action, a pavis shield can be secured on the ground to create an area of half cover for a creature that hides behind it, or full cover for a prone creature. You can pick the shield back up as a bonus action.

Tower Shield: A tower shield is a heavy rectangular shield, and due to its size and cumbersome design, a creatures movement while wielding a tower shield is reduced by 10. You can use your reaction to gain three-quarters cover against harmful area-of-effects such as breath weapons or spells when targeted by such effects, unless the effect travels around corners. If you are directly between another creature of your size or smaller and the effect's origin, that creature gains half cover against the effect.

*Bulky: This armor has the Bulky property. Meaning the wearer has their speed reduced by 5ft. As well as disadvantage on checks for swimming, jumping and climbing.

Firearm Rules and Properties
Misfire: 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 firearms, 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. If you roll a natural 1 with any firearm which does not have a misfire score, the gun still misfires.

Reload: The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or action to reload its ammunition.

Long Load: The weapon can be fired a number of times equal to its Long Load score before you must spend an action to reload its ammunition.

Shell Loading: The weapon can be fired a number of times equal to its Shell Loading score before you must reload its ammunition. You may spend a bonus action to reload 3 pieces of ammunition, or spend an action to fully reload the weapon.

Scatter: Weapons with the Scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you attack roll against a creature, compare the roll to the AC of all creatures within 5ft of the target. If your attack would hit them, deal the weapon’s scatter damage roll to the creatures. You do not add your ability modifier to the damage of this attack.

Automatic: As an action, you can release a hail of bullets in a 25ft square centred on a point within your weapon’s maximum range. Each creature within the square must make a Dexterity saving throw, taking the gun’s automatic damage on a failed save, and half as much on a success. You don’t add your ability modifier to the damage of this. Automatic weapons use 3 pieces of ammunition when they attack, and when you use the automatic ability, you use pieces of ammunition equal to the number of creatures affected by it. Bulky: Firearms with the Bulky property have to be made stable in order to be fired effectively due to their weight and the damage they can put out with a single shot. You must spend an action preparing the weapon before you fire it. Your speed becomes 0 while the weapon is set up. When you reload the weapon, you must spend another action to set it up again.
 * Automatic Save DC = 8 + proficiency bonus + Dexterity modifier

Ammunition: All firearms require ammunition to make an attack, and due to their uncommon nature, ammunition may be hard to come by in certain parts of the world. The most popular areas for firearm use is Birmingham, Claudia and Khazanov. 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.

Mounted/Mountable: When a firearm has this property, it allows it to be mounted with a melee weapon, or attachement at the front or beneath of its barrel. When a mountable weapon is affixed to a firearm, its attack rolls have a -1 to hit on attack rolls due to the extra weight at the end of the barrel. To mount and unmount a mountable weapon is a bonus action. {| class="mw-collapsible article-table" ! Name  ! Value  ! Ammo ! Damage  ! Weight  ! Properties  ! colspan="6" |

Firearm Attachments
! colspan="6" |
 * Knife Bayonet
 * 10gp
 * 1d4 piercing
 * 1 lb.
 * Light, Finesse, Mounted (1d6)
 * Axe Bayonet
 * 20gp
 * 1d6 slashing
 * 1 lb.
 * Light, Mounted (1d8)
 * Basic Scope
 * 250gp
 * You ignore half-cover within your firearm's first range increment.
 * Advanced Scope
 * 500gp
 * You ignore half-cover with your firearms second range increment.
 * Tube Launcher
 * 180gp
 * 2 lb.
 * Increases the range of thrown bombs by 30ft, Mounted
 * You ignore half-cover within your firearm's first range increment.
 * Advanced Scope
 * 500gp
 * You ignore half-cover with your firearms second range increment.
 * Tube Launcher
 * 180gp
 * 2 lb.
 * Increases the range of thrown bombs by 30ft, Mounted
 * Tube Launcher
 * 180gp
 * 2 lb.
 * Increases the range of thrown bombs by 30ft, Mounted
 * 2 lb.
 * Increases the range of thrown bombs by 30ft, Mounted
 * Increases the range of thrown bombs by 30ft, Mounted

Simple Firearms
! colspan="6" |
 * Palm Pistol
 * 100gp
 * 2gp(10)
 * 1d6 piercing
 * 2 lb.
 * Ammo (20/50), Loading, Light, Misfire 3, Skirmish
 * Flintlock Pistol
 * 150gp
 * 2gp(10)
 * 2d4 piercing
 * 2 lb.
 * Ammo (range 30/90), Loading, Light, Misfire 2, Flourishing (75%)
 * Carbine
 * 250gp
 * 3gp(10)
 * 1d10 piercing
 * 6 lb.
 * Ammo (range 60/180), Two-handed, Loading, Misfire 2, Mountable, Disabling (65%)
 * Musket
 * 400gp
 * 5gp(10)
 * 2d6 piercing
 * 10 lb.
 * Ammo (range 90/300), Two-handed, Loading, Misfire 2, Mountable, Rending (50%)
 * Blunderbuss
 * 500gp
 * 5gp(5)
 * 2d8 piercing
 * 10 lb.
 * Ammo (range 15/45), Two-handed, Loading, Scatter (1d8), Misfire 3, Mountable, Wrecking (50%), Sundering (50%)
 * 500gp
 * 5gp(5)
 * 2d8 piercing
 * 10 lb.
 * Ammo (range 15/45), Two-handed, Loading, Scatter (1d8), Misfire 3, Mountable, Wrecking (50%), Sundering (50%)

Martial Firearms
! colspan="6" |
 * Light Pistol
 * 700gp
 * 3gp(10)
 * 1d6 piercing
 * 2 lb.
 * Ammo (range 40/120), Reload 6, Light
 * Heavy Pistol
 * 800gp
 * 4gp(10)
 * 1d8 piercing
 * 3 lb.
 * Ammo (range 40/140), Reload 6, Mountable
 * Bolt Rifle
 * 1,200gp
 * 5gp(10)
 * 2d6 piercing
 * 10 lb.
 * Ammo (range 90/300), Two-handed, Reload 6, Mountable
 * Double-barrel Shotgun
 * 1,200gp
 * 5gp(3)
 * 2d8 piercing
 * 7 lb.
 * Ammo (range 20/50), Two-handed, Scatter (1d10), Shell Loading 2, Misfire 2
 * Loading Shotgun
 * 2,000gp
 * 5gp(3)
 * 2d8 piercing
 * 7 lb.
 * Ammo (range 20/50), Two-handed, Scatter (1d10), Shell Loading 6, Misfire 2, Mountable
 * 2,000gp
 * 5gp(3)
 * 2d8 piercing
 * 7 lb.
 * Ammo (range 20/50), Two-handed, Scatter (1d10), Shell Loading 6, Misfire 2, Mountable

Advanced Firearms
! colspan="6" |
 * Pepperbox Pistol
 * 2,000gp
 * 10gp(10)
 * 1d10 piercing
 * 4 lb.
 * Ammo (range 50/150), Reload 4, Light
 * Sharpshooter Rifle
 * 3,000gp
 * 25gp(5)
 * 3d8 piercing
 * 18 lb.
 * Ammo (range 200/1000), Two-handed, Long Load 4, heavy, Bulky, Misfire 2
 * 18 lb.
 * Ammo (range 200/1000), Two-handed, Long Load 4, heavy, Bulky, Misfire 2

Special firearms
! colspan="6" |
 * Machine Gun
 * 5,000gp
 * 100gp(30)
 * 2d6 piercing
 * 25 lb.
 * Ammo (range 60/150), Two-handed, Long Load 30, Automatic (6d6), Bulky, Misfire 3
 * Ammo (range 60/150), Two-handed, Long Load 30, Automatic (6d6), Bulky, Misfire 3

Alternate Ammunition

 * Rifled Round
 * 20gp
 * Increase firearm short and long range increments by 20ft.
 * Heavy Round
 * 25gp
 * Increase firearm damage roll by +1, but reduces firearm short and long range increments by 10ft, and increases misfire score by 1.
 * Piercing Round
 * 25gp
 * Increase firearm attack roll by +1, but increases misfire score by 1.
 * Chromatic Round
 * 75gp
 * Firearm deals an additional 1d6 elemental (acid, cold, fire, lightning, thunder) damage, but increases misfire score by 1.
 * }
 * Increase firearm damage roll by +1, but reduces firearm short and long range increments by 10ft, and increases misfire score by 1.
 * Piercing Round
 * 25gp
 * Increase firearm attack roll by +1, but increases misfire score by 1.
 * Chromatic Round
 * 75gp
 * Firearm deals an additional 1d6 elemental (acid, cold, fire, lightning, thunder) damage, but increases misfire score by 1.
 * }
 * Chromatic Round
 * 75gp
 * Firearm deals an additional 1d6 elemental (acid, cold, fire, lightning, thunder) damage, but increases misfire score by 1.
 * }
 * Firearm deals an additional 1d6 elemental (acid, cold, fire, lightning, thunder) damage, but increases misfire score by 1.
 * }
 * Firearm deals an additional 1d6 elemental (acid, cold, fire, lightning, thunder) damage, but increases misfire score by 1.
 * }

Explosives
Bomb: Bombs are fist-sized clay balls packed with explosive blackpowder and a short fuse. As an action, a creature can light this bomb and throw it at a point up to 60ft away. Each creature within 5ft of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Grenade: Grenades are slightly smaller than bombs but housed in a thin iron ball, packed with higher quality and more potent blackpowder. As an action, a creature can light the grenade and throw it at a point up to 60ft away. Each creature within 10ft of an exploding grenade must a DC 14 Dexterity saving throw, taking 2d6 piercing damage, and 3d6 fire damage on a failed save, or half as much damage on a successful one. Smoke Bomb: A smoke bomb is housed in a cylindrical hard wood case with a short fuse that ignites the material within to create thick smoke when burned. One round after a smoke bomb lands, it emits a cloud of smoke that creates a heavily obscured area in a 15ft radius for 5 rounds. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds, a strong wind (20 or more miles per hour) disperses it in 1 round.

Korinthian Fire Bomb: Korinthian Fire Bombs are special in using a combination of oil and acid that burns green flames. As an action, a creature can light and throw this bomb at a point up to 60ft away. Each creature within 5ft of the impacting area must make a DC 14 Dexterity saving throw, taking 2d6 acid damage and 2d6 fire damage and an additional 1d6 fire damage at the start of each of their turns by being caught on fire. A creature caught on fire in this way must use its action to put itself out. A creature that succeeds on its saving throw takes half damage and is not caught on fire.

Flashbang: A flashbang is a tube long bomb with a short fuse that contains a compound that is designed not only to produce a ear deafening sound, but also a bright flash that could blind those that look at it. As an action you can throw the bomb at a point up to 60ft away. Each creature in a 5ft radius of the impacting area must succeed on a DC 15 Constitution saving throw or be blinded and deafened until the end of their next turn.

Blasting Powder: Blasting Powder is blackpowder mixed together with a chemical compound of nitroamine, allowing it to be shaped, stick to surfaces and penetrate structures more easier than regular blackpowder. One use of blasting powder is enough to cover an area of 5ft. When ignited by fire or lightning damage, it explodes in a controlled area. Any creature in teh space of where the charge was places must succeed on a DC 15 Dexterity saving throw or take 4d6 fire damage and 4d6 thunder damage. Creatures in a 5ft radius of where the charge was placed take 2d6 fire damage and 1d6 thunder damage. On a successful save, creatures take half damage. The damage of this explosive has the Siege property.

Chromatic Bombs: These bombs have their blackpowder infused with elemental quintessence, giving them devastating magical impact. As an action, a creature can throw this bomb at a point up to 60ft away and it explodes on impact. Each creature within a 10ft radius of the impacting area must make a DC 16 saving throw dependant on the quintessence of the bomb. On a failed save a creature takes 8d6 damage of the quintessence type, or half as much on a success. This damage is considered magical.


 * Piercing, slashing, fire, lightning must succeed on a Dexterity saving throw.
 * Bludgeoning, thunder must succeed on a Strength saving throw.
 * Acid, cold, poison, force, necrotic, radiant must succeed on a Constitution saving throw.
 * Psychic, must succeed on an Intelligence saving throw.

Black Etherium Bomb: Black etherium is an alloy of orichalcum, silver, gold, meteorite steel, gem dust. These materials combined create a magic nullifying substance. Powdered down and made into dust, black etherium bombs are effective against magical creatures, but very costly to produce. As an action, a creature can throw this bomb at a point up to 60ft away. Each creature within a 10ft radius must succeed on a DC 15 Constitution saving throw, taking 5d6 poison damage which goes through magical resistances to poison, or half as much on a success. A creature thats takes this damage becomes nullified for 1 minute. When nullified, a creature can't maintain concentration on a spell or any other magical effect that requires concentration. The nullified creature can repeat the saving throw at the end of each of its turns. Ending the effect on a success.

Blackpowder: Blackpowder is primarily used to propel bullets out of the barrel of firearms or used in the construction of other explosives. Its sold in small wooden kegs and in water-resistant horns. Setting fire to a container full of blackpowder can cause it to explode, dealing fire damage to creatures within its range. ''Note: Containers that hold blackpowder are water resistant, but if powder does get wet, it only has a 40% chance of igniting when exposed to flame. If powder loaded into a simple firearm get wet, such as dropped in a shallow river or fighting in heavy rain, it increases the firearm's misfire score by 2.''


 * Powder Horn: Dexterity save DC 12, 5ft range, 1d6 fire damage.
 * Powder Keg (small): Dexterity save DC 13, 10ft range, 2d6 fire damage.
 * Powder Keg (medium): Dexerity save DC 14, 15ft range, 4d6 fire damage.
 * Powder Keg (large): Dexterity save DC 15, 20ft range, 5d6 fire damage.