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Firearms and Explosives

Firearms are a relatively new development in this world, with muskets and flintlocks in their infancy, and just beginning to become commonplace in some of the more powerful kingdoms. Of course, more advanced firearms do exist, however they will be extremely rare, likely one of a kind, you're more likely to craft your own advanced firearm than to find one out in the world.   There are 3 main types of firearms, commonplace, rarity, and one of a kind. Each type has its own list of weapons each with its own list of properties. The difficulty to acquire them goes up respectively.   Whenever you would start with a Bow or Crossbow, you may instead start with a flintlock pistol or musket.  

Firearm Proficiency

Proficiency with firearms can be obtained via a feat, boons, magic items, an eldritch invocation, taking Artificer as your starting class, or taking the Gunslinger Fighter subclass, or non-permanent spell effects.  

Firearm Properties

Any weapon with this property requires firearm proficiency to add your proficiency bonus to attack rolls, regardless of your other weapon proficiencies, additional firearms use the following properties:  
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.  
Firearm Ammunition.
The ammunition of a firearm is destroyed upon use. Additionally, some weapons can accept different ammunition types, which changes how said weapon functions, refer to the Ammunition Properties section information on how ammunition changes a weapons function.  
Firearm Range.
Instead of only having two ranges, a firearm may occasionally instead have three listed ranges, medium, long, and distant range. When a firearm lists three ranges, the normal range is the range at which you can make attack rolls normally with the weapon, the long range is the range at which you make attack rolls with the weapon with disadvantage, the distant range if provided is the range at which attack rolls made with the weapon are made with disadvantage and they do one less damage dice.   If you have the sharpshooter feet or a similar feature that lets you ignore the long range, you can treat the long range of the firearm as the normal range and the distant range as the long range  
Magazine Loading.
A firearm with the Magazine Loading property functions similarly to a weapon with the normal property and has a limited number of shots that can be fired before needing to be reloaded, a weapon with an empty magazine can be reloaded as an action. Effects that allow you to ignore the property allow you to ignore the loading function of this property, although you still have to reload.  
Muzzle Loading.
A firearm with the Muzzle Loading property functions similarly to a weapon with the normal property. Effects that allow you to ignore the property work with this property.  
Point Blank.
A weapon with this Property deals bonus damage to targets hit within the weapons listed "Normal Range" equal to one roll of the weapons damage die.  
Spread Shot.

A weapon that has the Spread Shot property can make a normal single-target attack against any target within Medium or Short Range, or it can spray a 10-foot-cube area within Long Range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage divided by two. A weapon with this property cannot make a normal single target attack on anything past Medium Range.

 
Burst Fire.

A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.

 

Ammunition Properties

Some weapons have the ability to use multiple different types of ammunition. Ammunition for these weapons have various weapon properties associated with them, any weapon using such ammunition is considered to have those associated weapon properties when firing said ammunition.

 

Commonplace Firearms

 

Originally invented in the depths of the The Marigold Empire, the flintlock, and its eventual brethren are commonplace in the empire.   Elsewhere however, they are fairly hard to procure, and usually only obtainable via not so legal means.

In the city of Corrinth, firearms are relatively commonplace, as the seat of a Marigold occupation, they are scattered throughout the city and the surrounding lands.


NameDamageAmmunition TypeMagazine CapacityMisfire ScoreReload StyleCost (Purchase)Weapon Properties
Flintlock Pistol2d4 PiercingMusket-Balls1 Shot1Muzzle Loading100 gp, (Musket-Balls), (30/90/120), , Muzzle Loading
Musket1d12 PiercingMusket-Balls1 Shot2Muzzle Loading180 gp, (Musket-Balls), (60/320), Muzzle Loading,
Blunderbuss3d4 PiercingBuckshot1 Shot2Muzzle Loading250 gp, (Buckshot), (10/20/60), Muzzle Loading, , ,

Commonplace Ammunition

Commonplace weapons utilize low grade ammunition that while still lethal, it is simple to make in theory.


NameBundle SizeCost (Crafting)Cost (Crafting Time)Cost (Purchase)Ammunition Properties
Musket-Balls205 sp1 gp
Buckshot51 gp2 gp
 

Rarity Firearms

Even harder to find weapons, rarity firearms are made with the latest advancements in firearm technology. Only a few high ranking officers in the The Marigold Empire are awarded these weapons for their service and achievements.


NameDamageAmmunition TypeMagazine CapacityMisfireReload StyleCost (Not For Purchase)Weapon Properties
Revolver2d6 PiercingBullets6 Shots1Magazine Loading300gp, (Bullets), (40/100/150), , Magazine Loading
Vi'tunder2d6 PiercingShells or Slugs2 Shots2Magazine Loading530gp, (Shells or Slugs), (10/40/80), Magazine Loading,
Hunting Rifle2d10 PiercingBullets1 Shot2Muzzle Loading750gp, (Bullets), (80/240/600), Muzzle Loading,

Rarity Ammunition

Expertly crafted by high level blacksmiths, this ammunition is specifically design to be used with rarity firearms due to the nature of their ammo chambers.


NameBundle SizeCost (Crafting)Cost (Crafting Time)Cost (Purchase)Ammunition Properties
Bullets1515 gp30 gp
Shells (Vi'tunder)625gp50gp,
Slugs (Vi'tunder)620gp40gp
 

Explosives

NameUnit CostBundle SizeBundle Cost
Bomb 200 gp 5 800 gp
Gunpowder, horn 35 gp 4 110 gp
Dynamite 275 gp 6 1,400 gp
Gunpowder, keg 340 gp 4 900 gp
Tangler Grenade 500gp 3 1,300 gp
 

List of Explosives

Bomb
As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.  
Gunpowder, horn
Sold in water-resistant powder horns. Setting fire to it can cause it to explode, dealing 3d6s of fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.  
Dynamite
As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.   A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).   Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.  
Gunpowder, keg
Sold in small wooden kegs. Setting fire to it can cause it to explode, dealing 7d6s of fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.  
Tangler Grenade
A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.

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