Firearms and Explosives

Fighters and rangers have proficiency with pistols and muskets. Rogues have proficiency with pistols.

Firearms and Explosives

Weapon Cost Damage Weight Properties
Pistol 250 gp 1d10 P 3 lb. Ammo (rng 30/90), load
Musket 500 gp 1d12 P 10 lb. Ammo (rng 40/120), load, 2H
Item Cost Weight
Bomb 150 gp 1 lb.
Bullets (10) 3 gp 2 lb.
Gunpowder, keg 250 gp 20 lb.
Gunpowder, powder horn 35 gp 2 lb.


As an action, you can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity save or take 3d6 fire damage.


Unlike arrows and crossbow bolts, bullets are always destroyed upon use.


Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a powder keg). A successful DC 12 Dexterity save reduces the damage by half. Lighting an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30’ radius and dim light for an additional 30 feet.

Firearms and Explosives

Tales of Jenmora Sagacity