Firearms are mainly the province of mad goblin alchemists, and/or the rare solo inventor type of individual.
As "goblin" mechanisms, they are highly suspect in their worth, having the well-earned reputation for being dangerous and unreliable.
Goblins use a rare liquid they call "pyroglycerine" to produce a crystalline dust that they then turn into ammunition for their weapons. Pyroglycerine is highly dangerous and unstable, but the goblins seemingly don’t care. However, even they rarely mass produce pyroglycerine, and transport it even less due to the hazard involved. (Rumors of a goblin war machine that used pyroglycerine as a fuel are totally unsubstantiated.)
Other gunsmiths use their own unique or alchemical methods to produce their ammunition. Ammunition is unique to each gun, and must be created for use with a particular weapon. Most ammunition resembles a casing, with powder or dust of some type packed behind a metal ball. (Like a shotgun shell) Most guns can fire once before needing to be reloaded, however, particularly inventive goblins or individual gunsmiths could theoretically produce weapons that fire more than once.
Firearms and Explosives
|
Name |
Cost |
Damage |
Weight |
Properties |
|---|---|---|---|---|
|
Simple Ranged Weapon |
|
|
|
|
|
Pistol, goblin |
250 gp |
1d10 piercing |
3 lb. |
Ammunition, (range 30/90), loading, misfire 2 |
|
Musket, goblin |
500 gp |
1d12 piercing |
10 lb. |
Ammunition, (range 40/120), loading, misfire 2, two-handed |
|
Advanced Ranged Weapon |
|
|
|
|
|
Dragon |
|
1d8 piercing |
5 lb. |
Ammunition, (range 30 scatter ), loading, misfire 1, |
|
Blunderbuss |
|
1d10 piercing |
10 lb. |
Ammunition, (range 30 scatter), loading, misfire 1, two-handed |
|
|
|
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|
Explosive Ranged Weapons |
|
|
|
|
|
Grenado, goblin |
|
1d6+1 per skill |
1 lb. |
(range 60), misfire 1, explosive 5' |
|
Fire Bomb, goblin |
Crafted |
3d6 fire |
2 lb. |
Ammunition, (range 60), misfire 1, explosive 5' |
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Terms |
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Loading |
|
|
|
As DMG, may be followed by a # indicating additional shots in round |
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Misfire |
|
|
|
When the attack is equal or lower than the misfire score, the weapon misfires, the attack misses, and the user takes 1d6 fire damage. A roll of 1 higher than the misfire score causes a jam, DC 8+ misfire score to clear. |
|
Scatter |
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|
An attack is made against each creature withing a (30) foot cone. Adjacent creatures take double damage. |
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Explosive |
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|
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Each creature within (5) feet of the point of an explosion must succeed on a DC (12) Dexterity saving throw or take the weapon's damage. |