Also available at GM Binder.

Aronar’s Exotic Armory

The optional rules contained here are not for every campaign. They represent a selection of fantasy-flavored firearms as well as clockwork, mechanical, and trick weapons. The DM will decide which of these are appropriate for the campaign and setting. Also available at GM Binder.

Weapons

These weapons are mechanical in nature.

NameCostDamageWeightProperties
Simple Melee Weapons    
  Lash Pole20 gp1d6 piercing3 lb.Ingenuity, special
  Punch Hammer50 gp2d4 bludgeoning8 lb.Heavy, ingenuity, two-handed
  Switch Staff60 gp1d6 bludgeoning6 lb.Special, versatile (1d8)
Simple Ranged Weapons
  Flamer1200 gp3d4 fire20 lb.Cartridge (6, range 10), heavy, slow loading, special, two-handed
  Slug Thrower250 gp2d4 bludgeoning8 lb.Ammunition (range 50/100), loading, two-handed
  Speargun150 gp2d4 piercing5 lb.Ammunition (range 40/160), ingenuity, loading, special, two-handed
Martial Melee Weapons    
  Blade Whip250 gp1d6 slashing3 lb.Ingenuity, reach, special
  Clockwork Saw125 gp1d8 slashing6 lb.Ingenuity, versatile (1d8)
  Fire Lance50 gp2d4 piercing10 lb.Ammunition, heavy, reach, slow loading, special, two-handed
Martial Ranged Weapons
  Blunderbuss, Double600 gp3d6 piercing9 lb.Ammunition (range 20/40), cartridge (2), slow loading, special, two-handed
  Blunderbuss, Howler500 gp2d6 piercing7 lb.Ammunition (range 40/80) , loading, two-handed
  Blunderbuss, Spreader750 gp2d4 slashing8 lb.Ammunition (range 15/30), loading, special, two-handed
  Crossbow, Repeating300 gp1d8 piercing6 lb.Ammunition (range 60/240), cartridge (10), two-handed
  Hand Cannon3000 gp2d10 bludgeoning40 lb.Ammunition (range 100/800), heavy, slow loading, two-handed
  Pistol, Cartridge900 gp1d8 piercing3 lb.Ammunition (range 40/80), cartridge (4)
  Pistol, Single Shot700 gp1d10 piercing2 lb.Ammunition (range 50/100), loading
  Rifle, Cartridge800 gp1d10 piercing10 lb.Ammunition (range 60/120), cartridge (5), two-handed
  Rifle, Single Shot500 gp1d12 piercing8 lb.Ammunition (range 80/160), loading, two-handed
  Rifle, Zoomer1500 gp1d12 piercing12 lb.Ammunition (range 200/400), loading, two-handed
  Wrist Darts100 gp1d4 piercing1 lb.Range (20/60), reload (4), special

Blade Whip. This weapon appears as a serrated curved sword, but the blade can be extended into a slashing chain whip. Attacks made with the whip deal 1d4 slashing damage and have a reach of 10 feet.

Blunderbuss, Double. This weapon fires two slugs with each attack (reflected in the damage). It has a cartridge size of 2, but both shots are consumed in a single attack. If a cartridge only has one piece of ammunition, the weapon deals only 2d6 damage.

Blunderbuss, Howler. This blunderbuss model fires a single slug with greater range.

Blunderbuss, Spreader. Whenever you hit a creature with this weapon, each creature within 5 feet of that creature (or a 5-foot section of your choice on it if it is Large or larger) must make a Dexterity saving throw against your combined attack roll. If the save is failed, the creature takes 2d4 slashing damage.

Clockwork Saw. This weapon infuses rotating cogs and serrated blades to rend flesh and bone. Many are similar in shape to an axe, but some feature elongated sword-like saws sometimes referred to as chain swords. Regardless of whether it is held in one or two hands, its damage remains the same.

Crossbow, Repeating. A cartridge-slotted crossbow loaded by a lever..

Fire Lance. This polearm acts much like a pike, but features a chamber along the point that contains a charge of boom powder. When you hit a creature with this weapon, you can activate this blast and deal an additional 2d6 fire damage. After using this feature, the weapon must be reloaded to use it again.

Flamer. This handheld device spews flames in a 10-foot cone. Make a single attack roll and apply the result against each target within the cone. The flamer is loaded with a tank which typically contains a special blend of alchemical fire.

Hand Cannon. This heavy firearm shoots a heavy spherical round. In order to attack with this weapon, you can’t have moved during your turn, and after firing this weapon your movement speed is reduced to 0 until the end of your turn.

Lash Pole. A club with a spring-loaded spear point. The user can opt to use this as a club and instead deal 1d4 bludgeoning damage on a successful attack.

Pistol, Cartridge. This one-handed firearm has a small cartridge

Pistol, Single Shot. A hand-loaded pistol.

Punch Hammer. This weapon uses gears and springs to smash a target when swung for extra impact. Alternate models can attach a puncturing blade to deal piercing damage instead.

Rifle, Cartridge. A rifle with an easy to slot cartridge to fire multiple shots before reloading.

Rifle, Single Shot. A basic rifle that requires reloading after each shot.

Rifle, Zoomer. This rifle is designed to make long range attacks. It includes a small sized spy glass configured to allow the user to precisely see targets when lining up the shot.

Slug Thrower. An easy to use ranged slug dispenser that fires in an arc. It often is used to disperse alchemical poultices on the battlefield. It can be loaded with powders or makeshift flak at the DM’s discretion.

Speargun. This is a type of crossbow that fires short, heavy bolts. It suffers no penalties when used underwater or in similar environments.

Switch Staff. This trick weapon appears as a quarterstaff with grooves along its shaft. With a simple motion, blades can spring from the grooves allowing the wielder to change its damage type to slashing. The weapon can be changed with each attack as part of the attack.

Wrist Darts. This special bracer has a trio of mechanisms in it that can fire a single dart each without requiring the user to change weapons. The wrist dart doesn’t require the use of the wielder’s hand, freeing it to hold another weapon, tool, or provide the somatic and material components for casting a spell.

Properties

Cartridge. This weapon requires ammunition loaded into a case that allows the weapon to fire the number of shots indicated before it must be reloaded. Reloading the weapon requires either a bonus action or action. If you have a feature that allows you to ignore the loading property , the cartridge can be replaced without an action unless the weapon has the slow loading property.

Ingenuity. When making attacks with an ingenuity weapon, you use your choice of Strength or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Slow Loading. Due to the mechanism to load the weapon it requires a bonus action or action to reload. Features which affect the loading property don’t affect the slow loading property.

Adventuring Gear

The following are additional items for use with the weapons above.

ItemCostWeightItemCostWeight
Bolt, Speargun (10) 1 gp1 lb.Flamer Tank, Alchemical Fire250 gp3 lb.
Boom Powder (pouch)5 gp2 lb.Flamer Tank, Poison50 gp3 lb.
Cannon Shot10 gp1 lb.Round, Blunderbuss (10)5 gp2 lb.
Cannon Shot, Explosive 200 gp1 lb.Round, Pistol (10)4 gp1 lb.
Cartridge, Crossbow15 gp1 lb.Round, Rifle (10)3 gp1 lb.
Cartridge, Double Blunderbuss5 gp½ lb.Slug, Acidic (5)25 gp1 lb.
Cartridge, Pistol20 gp½ lb.Slug, Alchemical Fire (5)50 gp1 lb.
Cartridge, Rifle15 gp½ lb.Slug, Poison (5)40 gp1 lb.
Fire Lance Charge3 gp¼ lb.Slug, Standard (5)1 gp1 lb.
Flamer Tank, Acid100 gp3 lb.

Boom Powder. This alchemical powder is used in many firearms to project a shot or slug. If ignited, it will burn, dealing 1d4 fire damage to a creature in contact with it. Boom powder only explodes when sparked, such as in a firearm, but will simply burn when set aflame.

Cannon Shot, Explosive. Each creature within 10 feet of the impact point of this shot must make a Dexterity saving throw against a DC 12. A creature suffers 3d6 fire damage on a failed save, or half as much on a successful one.

Cartridge. A cartridge is merely a slottable container for a cartridge-using weapon. Ammunition is required to fill a cartridge. Users typically carry a number of cartridges to speed up the reloading procedure. A cartridge requires as much space as a flask. To refill a cartridge, you must use your action and can’t move during that turn. You must have appropriate ammunition for the weapon.

Flamer Tank, Acid. This tank is filled with a mixture of acid that changes the flamer’s fire damage to acid.

Flamer Tank, Poison. This tank is filled with a caustic poison that changes the flamer’s fire damage to poison.

Slug, Acidic. This slug is filled with acid and spills on impact dealing an additional 1d8 acid damage unless the target succeeds a DC 12 Dexterity saving throw.

Slug, Alchemical Fire. When this slug impacts, it spreads alchemical fire within a 5-foot square.

Slug, Poison. This slug contains toxins which splash on a creature it hits. The creature must make a DC 12 Constitution saving throw or be poisoned for 1 minute or until it spends an action to wipe away the liquid.

Feats

At the DM’s discretion some or all of the feats below can be selected to augment your character’s performance using the exotic weapons in this pack.

Focus Shot

You learn how to focus your full attention to line up a shot on your targets, granting you the following benefits.

  • Increase your Dexterity, Intelligence, or Wisdom score by 1, to a maximum of 20
  • When you hold a ranged weapon, you can use your action to aim at a target and focus on it. Before the end of your next turn, the first attack you make will automatically score a critical hit if you hit your target.

Pistolero

You have practiced using one-handed ranged weaponry and gain the following benefits:

  • Once each turn while holding a pistol or hand crossbow in each hand, you may fire both weapons with the same attack provided you attack the same target with each weapon.
  • You can take a bonus action when holding a weapon in each hand to reload one of the weapons.

Point Blank Shot

You are adept when using ranged weapons at close range. You have the following benefits:

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you make a ranged attack against a target within 10 feet of you, you gain a +2 bonus on your attack roll.

Rifle Bash

You are adept at using a sturdy ranged weapon in close combat situations. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20
  • While holding a blunderbuss, crossbow, rifle, slug thrower, or speargun you can use it to make a melee weapon attack which deals 1d4 + your Strength modifier bludgeoning damage on a successful hit.
  • When you hit a creature with your melee bash from this feat, you can use your reaction to shoot your weapon, provided it is loaded, at the same target. You make this reaction attack with advantage.

Fighting Style Option

When you choose a new fighting style, the following style is added to your list of options (fighter and ranger).

Artillerist

Whenever you score a critical hit with a pistol, rifle, blunderbuss, or cannon, you deal one extra die of damage with it.

Magical and Psychic Items

The following items can be added to your special treasure lists. They can be either magical or psychic at the DM’s discretion.

Aquatic Demise

Weapon (speargun), rare (requires attunement)

This +1 speargun deals an additional 1d10 weapon damage against aquatic creatures when used underwater.

Blast Powder

Wondrous Item (powder), uncommon

This enchanted boom powder is explosive and sealed in a padded pouch. On impact or ignition it explodes in a 20-foot radius sphere. Each target takes 6d6 fire damage. A creature must make a DC16 Dexterity saving throw. If the save succeeds, the creature takes half damage. Each creature Large size or smaller within 5 feet of the powder when it detonates must also make a DC 16 Strength saving throw. If the save is failed, the creature is knocked prone.

Explosive Ammunition

Weapon (ammunition), rare

When you hit a target with this ammunition, it explodes on impact and deals an extra 1d6 fire damage to your target.

Frozen Muzzle

Weapon (rifle), very rare (requires attunement)

This rifle radiates a cold light in a 10-foot radius sphere which can be activated or deactivated by taking a bonus action. Whenever it deals damage to a creature, it deals an addition 1d6 cold damage. Whenever it scores a critical hit against a creature, the creature’s movement speed is reduced by half and it suffers a -2 penalty on attack rolls and Dexterity saving throws until the end of your next turn.

Ghost Shot

Weapon (ammunition), uncommon

A target hit by this ammunition is affected by faerie fire until the end of your next turn.

Lightning Cannon

Weapon (hand cannon), legendary (requires attunement)

This magical cannon fires a discharge of lightning in a 30-foot line. Each target in the path takes 4d8 lightning damage. A creature must make a DC 14 Dexterity save, which if successful results in half damage.

Whenever you use this function, roll 1d10. On a roll of 8 or higher, the cannon can’t use its lightning discharge attack again for 1 hour. Add 1 to your roll for each use of this function beyond the first shot taken within 10 minutes.

The lightning cannon can be loaded with hand cannon ammunition. Such attacks are considered magical for the purposed of overcoming damage resistance.

Lucky Pistol

Weapon (pistol), rare (requires attunement)

This +1 pistol scores a critical hit on a 19 or 20. When you deal at least 12 damage with a weapon attack while holding this weapon, you gain a +2 bonus on saving throws until the start of your next turn.

Penetrator

Weapon (rifle), legendary (requires attunement)

This +2 rifle pierces its target allowing you to roll an additional attack against the next creature in range along your firing path.

Rapid Repeater

Weapon (pistol), legendary (requires attunement)

This magical pistol has a cartridge size of 9. When you make an attack with this weapon, you can fire 3 rounds in a single shot. You make a single attack roll which deals 3d8 + your Dexterity modifier piercing damage on a hit. You may use this function 3 times, regaining all uses at the next dawn.

Ricochet

Weapon (blunderbuss, pistol, rifle,or slug thrower), very rare (requires attunement)

Once per round when you miss an attack roll with this +2 weapon, you can make a new attack roll using the same modifiers. This new attack must be against a new target within range of the weapon.