Revolver

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.
Keep this reference growing
If this page helped with your reading or game, you can support its upkeep or explore the curated books.
Explore the Bookshop — epics, classics and stories behind imagined worlds.
