Homebrew Firearm Tweaks

Guns and Water
Following the rulings of Firearms of the Realms by u/IonutRO, firearms fired under rain will have the following changes:


 * Firearms have disadvantage if directly exposed to rain of any kind, unless the firearm has modifications or enchantments, instead of having a percentage to not fire.
 * Firearms are unusable under any liquid, unless enchanted.

Jamming
An unsuccessful attack with a firearm while under the effects of rain or submerged in liquid will become Jammed. A jammed firearm cannot fire until it is cleaned from the unusable powder in the chamber. You can spend an action to unjam the weapon.

Standard (Flintlock)

 * Cost: None
 * Description: No changes are made to the weapon's firing mechanism.
 * Effect: Disadvantage for firing within rain. Unusable in water.

Isolated Starwheel

 * Cost: 50gp
 * Description: The flintlock mechanism is replaced with an isolated wheellock, which protects it from rain and indirect wet sources.
 * Effect: No penalty for firing within rain. Unusable in water.

Revolver Cylinder

 * Cost: 100gp
 * Description: A small chamber is added to the firing mechanism which revolves after each shot.
 * Effect: Allows to load the gun with more than 1 bullet per reload. Amount depends per classification.

Firearm Scope

 * Cost: 25gp
 * Description: A small cylinder made of composite metals that hold together two lenses. These lenses allow for more accurate shots.
 * Effect: Adds half of the weapon's original range to the weapon's current range.

Gunpowder

 * Cost: 1gp/oz (15 Shots)
 * Description: A gray, volatile powder that smells of burnt metal and sulfur. This powder can be used to fire bullets and shots from guns. If in contact with water, it is rendered completely inert.
 * Effect: A cheaper, non-magical alternative to smokepowder.

Smokepowder

 * Cost: 5gp/oz (15 shots)
 * Description: A gray, volatile powder that smells of ash and sulfur. this powder can be used to fire bullets and shots from guns. If in contact with water, it is rendered inert, but can be dried if left exposed to the sun for 1d6+2 hours.
 * Effect: A magical powder that can be used for firearms. Works identical to gunpowder.

Redpowder

 * Cost: 10gp/oz (15 Shots)
 * Description: A bright red hued powder that very quietly sizzles when exposed to the air. Exceptionally volatile to any brash movements. If in contact with water, it is rendered inert, but can be dried if left exposed to the sun for 1d6+2 hours.
 * Effect: A magical powder, much more potent than smokepowder or gunpowder. Successful attacks gain 1d8 to their attack rolls while using this powder.

Nightpowder

 * Cost: 20gp/oz (15 shots)
 * Description: A dark purple powder that absorbs nearby sound. It can be mixed with thick fabrics to make sound-proof material, or to silently shoot something.
 * Effect: A magical powder that absorbs the sound caused by the shot. All attacks are silent while using this powder.

Powder Keg

 * Cost: 2gp
 * Description: A small lead-lined keg that can be used to store a variety of items, this particular keg can store a variety of powders.
 * Effect: A wooden container that can hold 240oz of any one type of powder. It will keep the powder fresh for many years, but it is not waterproof.

Watertight Horn

 * Cost: 5gp
 * Description: A small horn-shaped container made from quality leather and tipped with a metal cap to avoid accidental spillage.
 * Effect: A small container that can store 10oz of any one type of powder. It will keep the powder fresh for many years, but it is not waterproof.

Waterproof Horn

 * Cost: 20gp
 * Description: A beautifully made horn-shaped container made from the finest leathers, perfectly fit by a hermetically-sealing metal cap to avoid accidental spillage.
 * Effect: A small container that can store 10oz of any one type of powder. It will keep the powder fresh for many years, and it is waterproof.

Ammo Variations
Note: These are variations for bullets, shots, and handgunne balls.

Silver Ammo

 * Cost: +5gp (5)
 * Description: Ammo made of pure silver. Favored between gun-slinging clerics and paladins.
 * Effect: This ammo is considered magical. Deals an extra 1d10 radiant damage if the target is a fiend, a were-beast (ie, lycanthropes), or undead.

Incendiary Ammo

 * Cost: +5gp (5)
 * Description: Ammo created from several flammable materials, reinforced with lead. Contains small traces of silver.
 * Effect: This ammo is considered magical. Deals an extra 1d8 fire damage.

Piercing Ammo

 * Cost: +1pp (5)
 * Description: Ammo that has been meticulously refined and tested for peak piercing performance.
 * Effect: Successful attacks that use this ammo pierce through targets that are Medium size or lower. For each creature within the line of sight of the attack, make a separate attack and damage roll.

Crystalline Ammo

 * Cost: +1pp (5)
 * Description: Ammo that appears to be a small crystal shard. It's beautiful and shiny, almost a shame to use. It is magically protected from damage until coming in contact with heat.
 * Effect: The weapon's damage changes to Slashing. Successful attacks that use this ammo cause multiple wounds on the target, imposing Disadvantage on their next attack roll and lowering their speed by 10ft until the end of their next turn if they are Medium size or lower. You can only affect a target with this effect once every 24 hours.

Enchantments
Note: An enchanted gun is considered to be a magical weapon, whether it is the gun itself or the ammo.

Phantom

 * Cost: 5pp
 * Description: Covers the gun's chamber with an invisible veil of magic. Sometimes when you fire, the bullet is still there.
 * Effect: If your attack roll is successful, roll a 1d20. On a 18 or higher, the gun does not consume ammo.

Hydrophobia

 * Cost: 5pp
 * Description: Covers the gun in a hydrophobic veil of magic, allowing it to fire under water.
 * Effect: Allows the gun to be usable under water. Does not impose disadvantage when firing under rain. Half-Damage penalty for firing under water.

Hydro Ring

 * Cost: 10pp
 * Description: A small ring is affixed at the end of the gun's barrel, which temporarily enchants any passing projectiles. The magic lasts for 20 bullets, which then needs a day to recharge. The ring can be removed and re-added to the barrel at any time.
 * Effect: Bullets no longer suffer half-damage penalty under water.

Seeking Ring

 * Cost: 10pp
 * Description: A small ring is affixed at the end of the gun's barrel, which temporarily enchants any passing projectiles. The magic lasts for 20 bullets, which then needs a day to recharge. The ring can be removed and re-added to the barrel at any time.
 * Effect: The bullet will seek the nearest target within its traveling path. Does not discriminate!