Firearms are a common sight across the world, deadly tools of war and survival. The rules below formalize their use in this setting. Firearms in this system are meant to feel brutal, simple, and cinematic. They hit hard, reload slowly, and carry the threat of a misfire.
These firearms are late-19th-century style, black-powder, cap-and-ball weapons. They are clumsy, loud, smoky, fiddly to service, and brutally violent. Ranges are short, and accuracy is questionable, but it cannot be denied that when they connect they are devastating. Loading one follows a classic semi-historical sequence:
These weapons are intentionally more lethal than most arms created for fantasy settings, including officially published content. This is designed so that they can create memorable moments of sudden violence and tension. The homebrew reloading mechanic forces characters to think tactically, rather than rely on constant volleys and static gunfights. The misfire mechanic adds drama without being overly punishing.
When firing these weapons, expect visible smoke, a sharp report, and the occasional misfire or hang-fire; frequent maintenance and proper tools (and, in the world of Apocalyptica Arcanum, careful handling of Shardisite enchanted components and ammunition) are part of using these weapons safely and effectively.
In short: a firearm in this setting is a devastating tool when brought to bear, but one that demands timing, forethought, and no small amount of luck.
| Name | Rarity | Capacity | Damage | Properties | Range |
|---|---|---|---|---|---|
| Pistol | common | 1 | 1d6 | ammunition, light, loading | 10/30 ft |
| Rifle | common | 1 | 2d12 | ammunition, heavy, loading, two-handed | 30/120 ft |
| Shotgun | common | 2 | 1d20 | ammunition, heavy, loading, two-handed | 20/40 ft |
| Derringer | uncommon | 2 | 1d4 | ammunition, light, loading | 5/20 ft |
| Revolver | uncommon | 4 | 1d8 | ammunition, loading | 10/30 ft |
| Carbine | uncommon | 4 | 1d8 | ammunition, loading, two-handed | 20/60 ft |
| Pepperbox | rare | 1 | 4d4 | ammunition, light, loading | 5/15 ft |
| Repeater | rare | 4 | 2d12 | ammunition, heavy, loading, two-handed | 30/120 ft |
| Blunderbuss | rare | 1 | 4d6 | ammunition, heavy, loading, two-handed | 5/15 ft |
Ability Score. Firearms are Dexterity-based weapons.
Ammunition. Basic ammo is assumed to be available to anyone with a firearm. Rare magical ammunition may appear as treasure or special gear. The GM may decide how conditions (like wet powder) affect it.
Misfires. On a natural 1, the firearm misfires and the shot is wasted. The attack automatically fails.
Reloading. Reloading the chamber of a firearm takes an Action. If a firearm has multiple chambers, you must reload each individually. If you have taken the Firearm Specialist feat you may reload a number of chambers up to your proficiency bonus per reload action or you may reload a single chamber as a Bonus Action.
Ammunition. This weapon requires projectiles to use. Like spell components at most tables, ammunition in this setting is intended to be considered at hand at all times unless specified otherwise at the table. All standard weapons use the same powder and ball ammunition.
Heavy. Small creatures have disadvantage when using this weapon.
Light. The weapon is small and easy to handle. As such, it can be used in the off-hand for two-weapon fighting.
Loading. The weapon can only be fired a number of times equal to its capacity before it must be reloaded. Reloading a single chamber counts as an action. Multiple chambers must be reloaded individually.
Two-Handed. This weapon requires two hands when firing.
Ammunition is plentiful across the world. Powder, shot, caps, cartridges, and the tools required to keep a firearm functioning are common trade goods wherever armed citizens gather. Firearms are not rare curiosities in this age; they are working tools. Those who rely on them are assumed to carry what they need to keep them operational. Unless the narrative calls attention to scarcity, confiscation, or environmental interference, ammunition is not meant to be tracked round by round.
In this respect, ammunition is treated much like spell components. If a table prefers to count every pouch and measure of powder, it may do so. Otherwise, it is assumed that a prepared individual keeps their weapon fed and functional. The tension of firearms in this setting comes from their weight, their noise, and their misfires—not from bookkeeping.
The only exception to this philosophy is magical or otherwise unique ammunition. Enchanted rounds, alchemical payloads, shardisite-infused projectiles, and similarly rare munitions are deliberate tools, not common trade goods. Such ammunition should be tracked carefully. Firearms are designed to be powerful, and when paired with rare enhancements, their impact can be decisive. Scarcity preserves that weight.
Firearms can be enhanced with a variety of accessories, each altering how the weapon functions. Accessories represent modifications such as blades, suppressors, or sights that expand a firearm’s utility. Unless otherwise specified, attaching or removing an accessory requires an action.
Bayonet. While unattached, a bayonet functions as a shortsword. When affixed to a two-handed firearm (such as a carbine, rifle, repeater, or shotgun), the combined weapon can be used to make melee attacks as if it were a glaive.
Muffler. A muffler reduces the report of a firearm. While attached, the wielder has advantage on Dexterity (Stealth) checks made to remain hidden after firing from cover. If the host firearm has the light property, it loses that property while the muffler is attached. On a misfire, the muffler becomes damaged. A damaged muffler imposes disadvantage on all attack rolls made with the weapon until it is repaired or removed.
Telescopic Sight. A telescopic sight doubles the long-range distance of the attached firearm. However, the weapon suffers disadvantage on attack rolls against creatures within its short-range increment. For example, a weapon with a range of 30/90 becomes 30/180, but attack rolls made against targets within 30 feet are at disadvantage. If the host firearm has the light property, it loses that property while the sight is attached. Firearms with a short range of less than 10 feet cannot have telescopic sights attached to them.
Magic Projectiles. Enchanted bullets and projectiles exist in endless variety. Each magical projectile specifies its own unique effects and functions regardless of the firearm used to fire it. Unless otherwise stated, a magical projectile is expended upon use.