Firearms

Unless stated otherwise, Firearms are treated as ranged weapon attacks and are subject to all the rules that apply to such attacks (for instance, they use Dexterity for attack and damage rolls, they suffer disadvantage on ranged attack rolls while in close combat, and they are subject to the Monk’s Deflect Missiles ability).

AIM
A character proficient with a firearm does not automatically add any proficiency bonus to the attack roll. Rather, proficiency with a firearm allows a character to use a bonus action to take the aim action, which adds the character’s proficiency bonus to the attack roll. Without taking the aim action (or if a character is using a firearm without proficiency), the shooter receives only the benefit of a Dexterity bonus on the attack roll.

FIREARMS TWO-WEAPON FIGHTING
When you take the Attack action and attack with a firearm that you’re holding in one hand, you can use a bonus action to attack with a different firearm that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. You cannot combine Firearms Two-Weapon Fighting with other forms of Two-Weapon Fighting.

PISTOL WHIP
You can make an attack with the butt or handle of your firearm as an Attack action, similar to the Gunslinger class feature, except attack rolls are made with disadvantage. The damage of your attack is based on the size of your firearm; a one-handed weapon deals 1d6 bludgeoning damage and a two-handed weapon deals 1d10 bludgeoning damage. For the purpose of this attack, treat the firearm as if it was a simple weapon with the finesse property.

FEAT (INDEPENDENT MATERIA): FIREARMS EXPERT
Thanks to extensive practice with firearms, you gain the following benefits:

  • You ignore the reload quality of firearms with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon (such as the Gunslinger class’ Pistol Whip ability), you can use a bonus action to attack with a loaded firearm you are holding (note that this can be the same weapon).

PROPERTIES
Firearms use special ammunition, and some of them have the burst fire or reload property.
Ammunition. The ammunition of a firearm is destroyed upon use.
Ballistic. Ballistic damage is the type of damage that firearms inflict, and is a subset of piercing damage. This means that all ballistic damage counts as piercing damage, but not all piercing damage counts as ballistic damage. Magical effects or creature properties that grant resistance to piercing damage also apply to ballistic damage, but effects or properties reducing ballistic damage do not automatically apply to piercing damage.
Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.
Misfire. A weapon that has the misfire property becomes jammed when you roll a natural 1 on the attack roll. Until the jam is cleared, by spending an action or bonus action to use a Firearm Maintenance Kit to make a DC 10 Intelligence ability check, attacks with the weapon are made at disadvantage. If you roll a natural 1 on an attack roll with a jammed weapon, the weapon explodes , dealing its damage to the wielder and destroying the weapon.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).

Name Cost Damage Weight Properties
Martial Ranged Weapon (Firearms)
Pistol, automatic 2d6 ballistic 3 lb. Ammunition (range 50/150), misfire, reload (15 shots)
Rifle, automatic 2d8 ballistic 8 lb. Ammunition (range 80/240), burst fire, misfire, reload (30 shots), two-handed
Shotgun 2d8 ballistic 7 lb. Ammunition (range 30/90), misfire, reload (2 shots), two-handed
Sub-machine gun 2d6 ballistic 4 lb. Ammunition (range 50/150), burst fire, misfire, reload (20 shots)
Ammuntion
Bullets (10) 1 Gil 1 lb.

Equipment
Explosives

Main Page
Home Page

Firearms

Final Fantasy VII: Stories of the Lifestream promontoryID promontoryID