Weapons
Crescent Rose
melee/ranged martial weapon
Range: 120/300ft
Damage: 1d8 slashing (melee) 1d10 piercing (ranged)
Cost: 1,500 gp
Ammo cost: 5g (1)
Properties: two handed, Misfire 1, Reload 10, gun blade, Recoil jump, Recoil dodge, Recoil slash
Gambol shroud
Simple melee/ranged weapon
Range: 80/140ft
Damage: 1d6 slashing (melee) 1d6 piercing (ranged)
Cost: 500 gp
Ammo cost: 2g (1)
Properties: Misfire 2, Reload 17, light, Finesse,
weaponized Sheath, Semi-automatic, Tethered (15ft) Special
Ember celica
Simple melee/ranged weapon
Range: 20/40ft
Damage: 1d6 Bludgeoning (melee) 2d6 fire (ranged)
Cost: 700 gp
Ammo cost: 3g (1)
Properties: Misfire 1, Reload 12, gun blade, twin weapon, gauntlet, blast back, power hit, recoil step
Weapon Properties
Gun blade
A weapon made for both melee and ranged combat, you must have at least one melee and ranged weapon proficiency to be proficient with a gun blade
Recoil jump
As a bonus action you can use 2 pieces of ammo from your weapon to move 40ft in a straight line or 20ft up into the air with the recoil of your weapon, while you move in this way add your weapons ranged damage dice to your ac
Recoil dodge
As a reaction you can use 2 pieces of ammo from your weapon to help evade an attack by using the recoil of your weapon. Add 1d8+pb to your ac for that attack you're reacting to
Recoil slash
Before you make a melee attack with this weapon or an attached weapon. You can use 1 piece of ammo from your weapon to add +2 to your attack roll and 1d4 to your damage roll.
You can choose to use this ability after seeing your attack roll but you must choose to use it before you know if you hit or miss.
Recoil step
When you take the movement action you can forgo using your movement speed and instead move 10ft in a straight line per piece of ammo used form your weapon.
You can move no more than double your base movement speed when moving in this way
Power hit
Before you make a melee attack with this weapon, you can choose to use a piece of ammo and fire as you swing.
Make the attack with a -3 to the attack roll, if you hit add your range weapon damage dices to the damage
Blast back
When you deal damage with a blast back weapon you can use one additional piece of ammo to Force the target to make a dc str saving throw or be knocked back 10ft, if they fail by 10 or more the target gets knocked prone as well.
Dc equal 8+pb + str or dex mod
Twin weapon
Twin weapons are weapons designed to be used as a pair.
A twin weapon can be dual wielded even if it doesn’t have the light Propertie, but only if you use the same two weapons.
When you can make an off hand attack with a twin weapon you cans add your ability Bonus to the damage roll if you use your action to attack with the same weapon In your main hand
Gauntlet
Both a weapon and an add on to one's own physical power.
When you hit with a weapon with the gauntlet propertie, you choose to use the weapon damage dice or you can use your unarmed damage dice.
When you use your unarmed damage dice increase the dice by one step.
Example 1+str -> 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12
Tethered
The weapon has a chain, rope or something simple. With this rope-like attachment the weapon can be used at an extended melee range. When you make an attack with the weapon at the extended range the damage dice goes down by one step. (Example 1d4 <- 1d6 <- 1d8 <- 1d10 <- 1d12) Additionally you can use an item interaction action to pull the weapon back to you after making the attack
weaponized Sheath
The sheath of the weapon is designed to be deadly as well.
When using a weaponized Sheath weapon sheathed the weapon becomes a two handed weapon and the melee damage dice increase by one step.
(Example 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12)
If the weapon has the light and or Finesse Propertie it loses the light and or Finesse Property while sheathed.
Additionally you can use the sheath on its own as a weapon.
The sheath is a light and Finesse weapon, the sheath deals 1d6 slashing or bludgeoning damage
Semi-automatic
Then you make a ranged attack with a semi automatic as part of your action you can make an Additional ranged attack with the weapon as a bonus action.
Additionally When you land a crit with the weapon you can make a 2nd attack with the weapon as part of same action, when you attack in this way the weapons Misfire rate goes up by 1
Special weapon
Weapons with special rules are described here.
Gambol shroud
Once per turn when you attack with Gambol shroud Tethered melee range You can use 1 piece of ammo from the weapon to use the recoil of the shot and ignore the damage dice change from the Tethered Property.
Additionally when you attack with Gambol shroud Tethered melee range you can use 1 piece of ammo form the weapon to use the recoil to make an additional tethered attack against the same target as a bonus action, when you made an attack in this add 1d4 to the attack roll