Firearms & Black Powder
"This is my boom-boom-stick!"
NOTE: Alot of these stats and rules are borrowed from Flagbearer's Nations and Cannons rule book, you should check them out.
Utility
Even the most simple of Firearms can be used by even Commoners with little experience in the weaponry. Many adventurers of all calibers are capable of using a Firearm of some sort:
- Artificer: Both Simple and Martial Firearms, may use the Repeating Shot Infusion on Firearms
- Barbarian: Both Simple and Martial Firearms, may use the Rage damage bonus on the Firearm's Bayonet if applicable
- Bard: Both Simple & Martial Firearms
- Blood Hunter: Both Simple & Martial Firearms, Crimson Rites may be used on Firearms
- Cleric: Only Simple Firearms, unless their Divine Domain allows proficiency in Martial Weapons
- Druid: Only Simple Firearms
- Fighter: Both Simple and Martial Firearms
- Monk: Only Simple Firearms, unless they take the Way of Kensei subclass or declare that Firearm their Monk Weapon
- Paladin: Both Simple and Martial Firearms, they cannot use Divine Smite through their Firearms but they may use it on the Firearm's Bayonet if it has one
- Ranger: Both Simple and Martial Firearms
- Rogue: Both Simple and Martial Firearms, they may use Sneak Attack with their Firearm but not with their Bayonet
- Sorcerer: Only Simple Firearms
- Warlock: Only Simple Firearms, unless they are Hexblade Warlocks or they take the Pact of the Blade boon and use the proper Invocation with it
- Wizard: Only Simple Firearms
Manufacturing
The process to create Firearms is complicated where a lot of things can go wrong, however there have been many kinds of Firearms produced since their invention with a variety of quirks and features:
Furthermore, the creation and maintenance of ammunition is an additional factor in the construction and use of Firearms. Most ammunition can be purchased wherever Firearms are sold, but they may be crafted by hand if one is possession of and proficient with a Munitions Kit.
- Bayonet: You can affix a Bayonet to your Firearm as a Bonus Action. When affixed you may use your Strength modifier for melee attack and damage rolls. When affixed your ranged attacks are at disadvantage.
- Capacity: Holds rounds equal to score, to reload you must use an Action or an Attack. You may not use a Bonus Action. You may not move before or after doing this.
- Misfire: When you make an Attack roll using this Firearm, if you roll equal to or below the Misfire score before adding modifiers then your Firearm Misfires. A Misfired Firearm does no damage and cannot be used until repaired. On a Misfire you must spend an Action or an Attack to repair the Firearm using Dexterity (Sleight of Hand or Tinkers Tools) with a DC equal to 8 + the Misfire score. If you fail the repair then the Firearm is truly broken and must be repaired for at least a quarter of the cost of the Firearm next time you are out of combat.
- Point-Blank: Damage is reduced the further away from the target creature is from the attack. Reduce the damage by one die for every 10ft you are away from the target.
- Scatter: When you hit a Medium creature with a Scatter weapon, then every creature within 5ft of the target must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Dexterity modifier or they take the same damage as the target. Damage cannot be increased by Class or Spell features. Can only be used with Hailshot Ammunition.
Name | Type | Cost | Damage | Weight | Properties | Range (Normal/Long) |
---|---|---|---|---|---|---|
Blunderbuss Carbine | Simple | 30gp | 4d4 Piercing | 7lb | Two-Handed, Capacity 1, Misfire 3, Point-Blank, Bayonet (1d8 Piercing) | 35ft/0 |
Shotgun Carbine | Simple | 300gp | 6d4 Piercing | 12lb | Two-Handed, Capacity 2, Misfire 3, Point-Blank | 55ft/0 |
Fusil Carbine | Simple | 70gp | 2d8 Piercing | 6lb | Two-Handed, Capacity 1, Misfire 1 | 45ft/180ft |
Brown Bess Musket | Simple | 40gp | 2d8 Piercing | 10lb | Heavy, Two-Handed, Capacity 1, Misfire 2, Bayonet (1d8 Piercing) | 60ft/240ft |
Coat Pistol | Simple | 20gp | 1d12 Piercing | 2lb | Light, Capacity 1, Misfire 2, | 20ft/80ft |
Dragon Pistol | Simple | 100gp | 2d6 Piercing | 4lb | Heavy, Capacity 1, Misfire 3, Scatter | 10ft/0 |
Turnover Pistol | Simple | 200gp | 2d4 Piercing | 3lb | Versatile (2d6), Capacity 2, Misfire 1 | 80ft/320ft |
Cavalry Carbine | Martial | 100gp | 2d10 Piercing | 7lb | Two-Handed, Capacity 1, Misfire 1 | 25ft/100ft |
Fowler Carbine | Martial | 160gp | 2d8 Piercing | 8lb | Two-Handed, Capacity 1, Misfire 3, Scatter | 30ft/0 |
Charleville Musket | Martial | 330gp | 2d12 Piercing | 9lb | Heavy, Two-Handed, Capacity 1, Misfire 2, Bayonet (1d10 Piercing) | 70ft/280ft |
Liege Musket | Martial | 120gp | 2d10 Piercing | 10lb | Heavy, Two-Handed, Capacity 1, Misfire 2, Bayonet (1d10 Piercing) | 60ft/240ft |
Dueling Pistol | Martial | 150gp | 2d8 Piercing | 2lb | Light, Capacity 1, Misfire 1 | 35ft/140lb |
Highland Pistol | Martial | 50gp | 2d6 Piercing | 4lb | Heavy, Two-Handed, Capacity 1, Misfire 3 | 30ft/120ft |
Jaeger Rifle | Martial | 410gp | 3d10 Piercing | 10lb | Heavy, Two-Handed, Capacity 1, Misfire 3 | 90ft/360ft |
Pennsylvania Rifle | Martial | 170gp | 3d8 Piercing | 12lb | Heavy, Two-Handed, Capacity 1, Misfire 3 | 120ft/480ft |
Name | Type | Cost to Purchase | Cost to Craft & Days | Weight | Description |
---|---|---|---|---|---|
Munitions Kit | Artisan Tool | 30gp | - | 10lb | An Artisan Tool used to craft ammunition, identify new or used ammunition (DC 5), identify either damage or an injury caused by ammunition (DC 10), and to create improvised explosions and traps (DC 15, cost may vary) |
Cartridge Rounds (10) | Ammunition (Firearm) | 5gp | 3gp, 1 Day (Long Rest) | 1lb | Standard pre-measured rounds of Black Powder and shot sealed with wax in paper cartridges. Most cost effective and common in the Freelands. |
Hailshot Rounds (5) | Ammunition (Firearm) | 10gp | 5gp, 2 Days (Long Rests) | 0.5lb | When using Hailshot, the Firearm gains the Scatter Property but its Damage is reduced by 1 Damage Die. If used with a Firearm that has the Scatter Property then no Damage Die is lost. |
Patch Rounds (5) | Ammunition (Firearm) | 10gp | 5gp, 2 Days (Long Rests) | 0.5lb | When using Patch ammunition double the Firearm's short and long ranges, and increase its Misfire Score by 1. This can only be used by Firearms with the Heavy Property. |
Social Impact
Since the Great Rebellion, the use of magic has considerably slowed down in terms of combat and defense. A Firearm can deal more damage than the average cantrip and requires much less training or skill, thus the spread of their use has reached the far corners of the Freelands. Templars are armed with pistols, Warforged with muskets, and adventurers of all kinds with everything between.
Access & Availability
Firearms are found throughout the Freelands these days and are available for purchase from merchants and traders, the secrets of Black Powder itself however are mostly kept under wraps by House Flint-Locke. If anyone experiments with the powder or invents a newer/better recipes, House Flint-Locke will move in post-haste and either hire or kill the Artificer responsible.
Complexity
The technology and tools need to craft both Firearms and Black Powder from scratch is quite difficult for an individual artistan or craftsman. House Flint-Locke prefers to use an assembly line system to both expedite the production speed and cost, and to prevent specific trade secrets being learned about specific components. Routine maintenance and care on the other hand is much easier if one is proficient in the proper tools and is familiar with the specific Firearm in question.
Discovery
The founders of House Flint-Locke are the discoverers, inventors, and creators of the original Black Powder formula. Initially they were attempting to create a new form for the Eldritch Cannon without using magical application, but alchemical instead. Their subsequent descendants, guilds, and followers are responsible for most of the Firearms that are found throughout the Freelands presently.
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