Firearms
Gemlock Musket
Martial weapon, ranged weapon, firearm, rare. 1000 gp, 10 lb.
1d12 piercing. Ammunition (40/120 ft.), loading, two-handed, special.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Special. This weapon does not use gunpowder, its ammunition is magically propelled, making it almost silent. You do not give away your location when you make an attack with this weapon. This weapon can be used in environments where a traditional firearm would not function (e.g. underwater).
Gemlock Pistol
Martial weapon, ranged weapon, firearm, rare. 500 gp, 3 lb.
1d10 piercing. Ammunition (30/90 ft.), loading, special.
Special. This weapon does not use gunpowder, its ammunition is magically propelled, making it almost silent. You do not give away your location when you make an attack with this weapon. This weapon can be used in environments where a traditional firearm would not function (e.g. underwater).
Hand Cannon
Martial weapon, ranged weapon, firearm.
1d10 piercing. Ammunition (15 ft. cone), loading.
Each creature in the 15-foot cone must make a Dexterity saving throw. On a successful save, a creature takes half as much damage.
Triple-Barrelled Gemlock Rifle
Martial weapon, ranged weapon, firearm, rare. 3000 gp, 30 lb.
1d12 piercing. Ammunition (80/320 ft.), reload (3 shots), two-handed, special.
This weapon has an additional trigger that fires all 3 barrels at once. On a hit, the target takes 1d12 piercing damage for each loaded barrel. The weapon must then be reloaded.
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).
Special. This weapon does not use gunpowder, its ammunition is magically propelled, making it almost silent. You do not give away your location when you make an attack with this weapon. This weapon can be used in environments where a traditional firearm would not function (e.g. underwater).
Zip-Wheel
Improvised weapon, ranged weapon, firearm. 3 lb.
1d6 bludgeoning. Ammunition (15 ft. cone), loading, two-handed.
You drop a handful of ball bearings into your zip-wheel while it spins at high speed. Each creature in the 15-foot cone must make a Dexterity saving throw. On a successful save, a creature takes half as much damage.