Firearms have been slow to catch on in the Vast Kingdom. Most consider them to be a novelty and inferior to a crossbow or a simple spell. That being said, the Gnomes at Gafan’s Workshop have employed a dedicated gunsmith for centuries. Almost all of the muzzleloaders they produce are highly customized and offer magical rounds for specialized jobs. The initial cost of one of these weapons plus the added cost of purchasing ammunition keeps them out of the hands of most commoners.
The Hand Muzzleloader has the following statistics: Damage: 1d8 piercing, 3 lb., Ammunition (range 30/120), heavy, loading. Proficiency with a hand crossbow allows you to add your proficiency bonus to attack rolls when using this weapon.
The Hand Muzzleloader has 6 charges. Before you make an attack with it, you can expend one or more charges to load a magical round as part of the attack. You regain charges equal to your intelligence modifier after every long rest, or you can spend 150 gp per charge at a Gnome Workshop.
Whenever you make an attack with the Hand Muzzleloader and roll a 1 on your attack roll, the weapon misfires, and it cannot be used again until you spend a short rest repairing it.
Force Round (1 charge) – When your attack hits with this round, if the target is Large or smaller, it must make a DC 12 Strength saving throw or be knocked prone.
Buzzardshot (1 charge) – If a creature is hit with this round, its flying speed is reduced by half until it takes a long rest.
Armor-piercing Round (2 charges) – When you make an attack with this round, you gain advantage on attack rolls against targets wearing heavy armor or carrying a shield.
Hook shot (2 charges) – You can attach a length of rope to this round. After successfully hitting a target or object, the cord is attached to it. The line can be removed by a successful DC 12 Strength Check.
Explosive Round (3 charges) – When you make an attack with this round, choose a point within range. Each creature in a 20-foot radius sphere centered on that point must make a DC 12 Dexterity Saving Throw. A target takes 2d8 fire damage on a failed save, or half as much damage on a successful one.
Lightning Round (3 charges) – An electrical blast flies out from you in a direction you choose. It forms a line 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
Rarity: Very Rare