When you take the Attack action and attack with a light (melee or ranged) weapon that you’re holding in one hand, you can use a bonus action to attack with a different light (melee or ranged) weapon that you’re holding in the other hand. Depending on the charge loaded, the revolver can deal acid, cold, fire, or lightning damage. This weapon packs more of a punch, can carry 15 pieces of ammunition, and can shoot further distances, though it is bulkier and requires two hands to use. The gun uses alchemical charges as ammunition. Like the aberrant revolver, the aberrant rifle was also created by The Arcane College. Depending on the charge loaded, the revolver can deal acid, cold, fire, or lightning damage.Īberrant Rifle. The gun uses alchemical charges as ammunition. Using technology discovered in the aberrant ruins, researchers at The Arcane College created a weapon capable of carrying eight pieces of ammunition. Aberrant Firearms NameĪmmunition (range 80/320), light, reload (8 shots)Īmmunition (range 100/400), reload (15 shots), two-handedĪberrant Revolver. Module: Firearms ProficiencyĪny character with a proficiency in all martial weapons has proficiency in all firearms available as Renaissance weapons in the Dungeon Master’s Guide and the aberrant firearms in the Exploration Age Campaign Guide. The gunpowder weapons in use are the same as the Renaissance weapons on pg. Those using gunpowder and those powered by aberrant technology. There are two types of firearms in Exploration Age. Below is an excerpt from the upcoming Exploration Age Campaign Guide which gives the firearm and bomb rules for the setting. Of course their counterparts, aberrant firearms and bombs will also be available as well. The Renaissance items from that book are available for PCs and NPCs alike in Exploration Age. A lot of those rules are being thrown out since the Dungeon Master’s Guide presented official rules for gunpowder weapons and bombs. Some of my first popular posts were on firearms and explosives.
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