Revolver

Gnome gunsmith with an advanced frontier revolver overlooking a fortress city

At a Glance

  • Weapon: Revolver
  • Campaign status: Gnome-advanced
  • 5.5e / 2024: 2d8 Piercing; 40/120 ft.; Reload (6); Sap
  • 5e / 2014: 2d8 Piercing; 40/120 ft.; Reload (6)
  • Pathfinder 1e: Advanced one-handed firearm; 1d8 Medium damage; capacity 6
  • D&D 3.5e: Modern exotic firearm; 2d8 Medium damage; six shots

A revolver is an advanced pistol built around a six-chambered rotating cylinder. Each chamber carries a metal cartridge, allowing several shots to be fired before the weapon must be reloaded.

Revolvers are not ordinary human technology. They belong to the exceptional precision-gunsmithing tradition associated with the exiled gnome workshops of the North American frontier, rare copied prototypes and other specifically established sources. Possession of one can reveal a connection to those workshops as readily as it provides firepower.

Revolver in the Campaign

Its six-shot capacity is its greatest advantage. The price is dependence on precision-made cartridges and parts that ordinary gunsmiths may be unable to reproduce. An empty revolver far from its makers can become a valuable mechanical secret rather than a useful weapon.

Revolver Rules by Edition




Revolver — D&D 5.5e / 2024

Category Damage Range Weight Properties Mastery
Firearms Ranged Weapon 2d8 Piercing 40/120 ft. 3 lb. Ammunition (Firearms), Reload (6 shots) Sap

Reload. The cylinder holds six shots. Reload after those shots are expended according to the 2024 firearm Reload property.

Sap mastery. A creature hit by the revolver has Disadvantage on its next attack roll before the start of the wielder’s next turn.

Campaign availability. This rules profile does not make revolvers common; in the setting they remain Gnome-advanced precision weapons.

Revolver — D&D 5e / 2014

Category Damage Range Weight Properties
Modern Firearm 2d8 Piercing 40/120 ft. 3 lb. Ammunition, Reload (6 shots)

The 2014 Dungeon Master’s Guide treats the revolver as optional modern-era firearm technology. It fires six shots before reloading.

No Weapon Mastery. Do not import the 2024 Sap property into the 2014 rules.

Revolver — Pathfinder 1e

Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type
4,000 gp 1d6 1d8 ×4 20 ft. 1 6 4 lbs. B and P

Each of the six chambers holds one metal cartridge. After a shot, the cylinder rotates automatically without requiring an extra hand or action. The revolver follows the PF1e advanced-firearm rules for loading, penetration and misfires.

Revolver — D&D 3.5e

Category Dmg (S) Dmg (M) Critical Range Increment Weight Type
Exotic Firearm 2d6 2d8 ×2 30 ft. 3 lb. Piercing

The 3.5e modern-era revolver can fire six times before reloading. Reloading the revolver requires a full-round action. Exotic Weapon Proficiency (firearms) covers modern firearms under the DMG rules.

What Changes Between Editions?

  • 2024: retains the six-shot modern firearm profile and adds Sap mastery.
  • 2014: uses the optional DMG modern firearm without mastery.
  • PF1e: uses lower base damage but adds touch-AC penetration, misfire and metal-cartridge rules.
  • 3.5e: uses the DMG modern-era exotic firearm profile with a full-round reload.

Related Equipment

Sources and Licensing

Pathfinder firearm statistics and rules material derive from Pathfinder Roleplaying Game Ultimate Combat, © 2011 Paizo Publishing, LLC; authors Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens and Russ Taylor.

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