
The development of firearms did not take place until after the initial Gith invasion. Both the orcs and the gnomes had experimented with them, but the orcs found them to be boring and cowardly, while the gnome artificers were more interested in making self baking ovens. Due to this lack of interest, gnomish forces had to jump start all languishing projects when the Gith invaded, and were pushed to accept help from dwarvish and elven artificers, clerics and arcane specialists for time management.
Unfortunately, gnomish forces had initially focused on using magical ammunition with elemental effects that had disastrous results. Even with corrections made to elemental components removed from firing mechanisms (unlimited ammo) and to the ammunition (fire & ice damage), it would take almost three years before testing on the battlefield would begin. By the time rifles and cannons were introduced on the battlefield only two years remained in the conflict - at least on a world-wide scale.
After the Gith had vacated Grage, it was agreed by allied forces that although this technology was initially ineffective, these weapons were easy to produce and train with... and the fact that a mere commoner could kill a skilled wizard, or even a hardened barbarian with one good shot, was destabilizing to society enough to halt further study and distribution of all firearm forms, ammunition and smoke powder. The four shot revolver that is mainly carried by Artificers is considered a magical weapon by the common humanoid.
| Weapon | Properties |
| Revolver | 2d8 Piercing / Ammo Range 40/120; Bullet), (4 shots) / 3lbs. |
| Rifle | 2d10 Piercing / Ammo Range 80/240; Bullet, (1 shot) / 8lbs. |
| Shotgun | 3d6 Piercing / Ammo Range 60/180; Buckshot, (2 shots) / 7lbs. |
| Arquebus | 1d12 Piercing / Ammo Range 60/180; Lead Ball, (1 shot) / 8lbs. |
| Bullet | Piercing Damage. 90 gram to 165 gram range weight. |
| Birdshot | Piercing Damage. 90 gram to 165 gram range weight. |
| Buckshot | Piercing Damage. 90 gram to 165 gram range weight. |
| Lead Round | Piercing Damage. 39 grain to 223 grain weight. |
| Blessed Bullet | Piercing + Holy Water Damage (splash). 90-165 gram wgt. |
| Alchemical Bullet | Piercing + 1d4 Non-magical Fire. 90-165 gram wgt. |
| Elemental Bullet | Piercing + 1d6 Elemental Damage (varies). 90-165 gram wgt. |
Pricing can be found here. | |
Basic bombs were also used in the final year of the invasion. Gnomes and Dwarves developed and employed a primitive form of gun powder bomb and a shrapnel bomb with varying degrees of success. Smoke-powder bombs of mundane and magical nature were employed to confound troop officers on the battlefield so they could not rally warriors during key moments of Grage offensives.
With such short a time for proper testing before deployment, the weapons were used as is with little time for refinement. After victory, the official testing and use of explosives for war purposes "officially" ended, with the Dwarves and Gnomes (for obvious reasons) returning to blowing up tunnels. Unofficially, this technology is still being pursued by governments and warlords alike. A six shot pistol is expected in the near future.
| Explosive | Properties |
| Bomb | 3d6 Fire (DC12 Dex)/ 60ft range / 5ft blast / 2lbs. / 100gp. |
| Smoke Bomb | 1min. heavy obscure / 60ft range / 15ft radius / 2lbs. / 50gp. |
| GunPowder, Horn | 3d6 Fire (DC12 Dex)/10ft radius / 2lbs. / 30 use /35gp. |
| Gunpowder, Keg | 7d6 Fire (DC12 Dex) /15ft radius / 20lbs. / 100 use / 250gp. |
| Gnomengarde Grenade | Damage Varies / 120ft range / 3lbs. / 1000 to 1700gp. |
5e and "5e revised" have a few different classes and sub-classes to work with depending on your character goals. So far, I am ok with all of them.
You have the one from Critical Role, the one from Mage Hand Press and the one from HEAVYARMS. I just skimmed over them, but I have not seen any big game breaking issues. If I do we will adjust accordingly.
Smokepowder is a magically enhanced version of gunpowder. It is not widely used outside of cities and is usually restricted to official use by law sanction guards, but it is easy enough for an alchemist or wizard to make given the right resources. A dispel magic cast upon smokepowder will render it useless even as gunpowder.
Guns are not popular in the vast majority of societies. In addition to leaders and governments putting out anti-gun propaganda, many in polite society believe that the guns themselves use magic akin to necromancy.
Slingers are feared and are often met with hostility by locals. Except for large cities, ammunition is unavailable unless a fence or black market can be located. Many gunmen have resorted to learning alchemy to craft ammo capable of damaging magical creatures.