Firearms
History of Firearms
The first concept of a firearm originated in 1201, when a dwarven siege engineer observed the power and reach of siege weapons. Inspired, he sketched a design for a compact, hand-held weapon that could harness explosive force. He brought this idea to the finest blacksmiths and inventors of the Silver Marches. Within a few years, the first crude firearm was born. For decades, the dwarves guarded the secret jealously. In 1235, they launched a campaign of territorial expansion toward the Sword Coast, relying heavily on this new technology. Thus began the 76 Years War, a brutal and bloody conflict. When the war finally ended in 1301, and peace treaties were signed by the northern realms, the knowledge of firearms slowly leaked into the wider world. Due to their intricate craftsmanship and difficult manufacturing process, firearms are expensive and rare on the market, even though their usefulness is often outshined by more traditional weapons. Firearms are difficult to produce, costly, and not particularly powerful compared to conventional arms.Different kind of firearms
Martial Ranged Weapons | Cost | Ammo Cost | Damage | Weight | Properties |
---|---|---|---|---|---|
Pistol | 250 gp | 4 gp (20) | 1d10 piercing | 3 lb. | Ammunition (range 60/240), reload 1, misfire 1 |
Musket | 400 gp | 5 gp (20) | 1d12 piercing | 10 lb. | Ammunition (range 120/480), two-handed, reload 1, misfire 2 |
Pepperbox | 300 gp | 4 gp (20) | 1d10 piercing | 5 lb. | Ammunition (range 80/320), reload 5, misfire 2 |
Blunderbuss | 500 gp | 5 gp (5) | 2d8 piercing | 10 lb. | Ammunition (range 15/60), reload 1, misfire 2 |
Bad News | Crafted | 10 gp (5) | 2d12 piercing | 25 lb. | Ammunition (range 200/800), two-handed, reload 1, misfire 3 |
Hand Mortar | Crafted | 10 gp (1) | 2d8 fire | 10 lb. | Ammunition (range 30/60), reload 1, misfire 3, explosive |
The weapon can be fired a number of times equal to its Reload score before you must spend 1 action to reload. If you are proficient with them you can choose to use 1 bonus action to reload. You must have one free hand to reload a firearm.
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.
Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
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