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Gunpowder Weapons

These rules have been retconned out of the game.         Gunpowder weapons have become an important part of the everyday lives of people in Khorvaire.    

Proficiency

Gunpowder weapons are considered martial weapons. In addition, characters who are proficient with some crossbows are proficient with some black powder weapons.    
  • Proficiency with Hand Crossbow includes proficiency with Pistol
  • Proficiency with Light Crossbow or heavy crossbow includes proficiency with Musket
   

Weapons

Gunpowder weapons are made by a handful of different factions in Khorvaire.
  • House Cannith - All three factions of house Cannith are making and selling gunpowder weapons to the general public and to the militaries of various nations. The competition between the three factions keeps the price down, making it hard for others to get into the action. Dragonmarked members of the house, and those who have high-powered connections have access to some of the more advanced versions of House Cannith firearms. Cannith powder and weapons set the standard for reliability and relative safety.
  • Darguun Arms -- The goblins of Darguun have always dabbled in explosives, and with the model of House Cannith's designs to work with, but their inferior attention to detail has resulted in designs that are dangerous to their owners.
  • Zilargan Arts Powderarms (ZAP) -- The gnomes of Zilargo have produced a variation on gunpowder that uses a mix of arcane ingredients to achieve the effect of gunpowder with a formula that is not quite as explosive (or loud) as Cannith Black Powder.
  • Warforged Living Guns - When warforged soldiers on the borders of the Mournland started taking heavy losses at the hands of musket-armed enemies they retreated into the Mournland for a few years. Warforged artisans developed "living" versions of gunpowder and firearms. I'm thinking that the "powder" Is actually a liquid that is produced in alchemical processes that involve mechanical cattle.
   

Weapons

 
Weapon Cost Damage Weight Rarity Properties
Black Powder Pistol 50 gp 1d10 3 lb mundane ammunition (range 30/90), loading, misfire 2, report
Black Powder Musket 75 gp 1d12 5 lb mundane ammunition (range 40/120), loading, misfire 2, report, two-handed
Black Powder Blunderbuss 75 gp 2d8 5 lb mundane ammunition* (range 30/90), loading, misfire 3, report, two-handed
Cannith Pistol 250 gp 1d10 3 lb common ammunition (range 30/90), loading, misfire 1, report
Cannith Revolver 1000 gp 1d10 3 lb uncommon ammunition (range 30/90), reload 6, misfire 1, report
Cannith Musket 500 gp 1d12 5 lb common ammunition (range 40/120), loading, misfire 1, report, two-handed
Cannith Rifle 1,500 gp 1d12 5 lb uncommon ammunition (range 60/240), reload 4, misfire 1, report, two-handed
Darguun Pepperbox 300 gp 1d10 4 lb uncommon ammunition (range 30/90), reload 6, misfire 3, rattletrap, report, two-handed
Darguun Blaster 450 gp 2d8 5 lb uncommon ammunition* (range 30/90), reload 2, misfire 3, rattletrap, report, two-handed
ZIP Pistol 1,200 gp 1d8 2 lb uncommon ammunition (range 30/90), reload 4, misfire 1
ZIP Rifle 1,600gp 1d10 3 lb uncommon ammunition (range 60/240), reload 4, misfire 1
   

Weapon Properties

   
  • Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). Black powder ammunition can never be recovered after a battle. *Blunderbuss and Goblin Blaster ammunition can be improvised from the environment as long as powder is available, but improvised ammunition adds 1 to the misfire rating.
  • Loading Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
  • Misfire Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
  • Two-handed This weapon requires two hands when you attack with it. This property is relevant only when you attack with the weapon, not when you simply hold it.
  • Reload The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
  • Report - Weapons with the report property create a loud sound and muzzle flash when fired. The flash and sound can be detected with a DC 5 passive perception within 100 feet.
  • Rattletrap - Firearms that are rattletrap are always broken if they suffer a misfire. When a rattletrap weapon suffers a misfire, roll a d20. On a 1, the weapon explodes, doing double damage to the wielder and anyone within 5 feet.
 

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