Difference between revisions of "Forgotten Realms Firearms"

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==Firearms==
 
==Firearms==
 
Tinkering and alchemy has combined to produce these impressive weapons, which use flint sparkers or ''spark rings'' to ignite the gunpowder in the weapon, launching balls of lead as a projectile. Though it is possible to load both ammunition and powder into the end of the barrel, most use paper cartridges, combining both the bullet (or pellets) and the right weight of smokepower, pre-prepared and easy to load into a firearm (though the use of an action or a bonus action).
 
Tinkering and alchemy has combined to produce these impressive weapons, which use flint sparkers or ''spark rings'' to ignite the gunpowder in the weapon, launching balls of lead as a projectile. Though it is possible to load both ammunition and powder into the end of the barrel, most use paper cartridges, combining both the bullet (or pellets) and the right weight of smokepower, pre-prepared and easy to load into a firearm (though the use of an action or a bonus action).
 +
 +
'''Ammunition:''' Two kinds of ammunition may be used with firearms: ''ball'' and ''shot''. ''Ball ammunition'' is a single lead slug which inflicts the listed damage against a single target. ''Shot ammunition'' is a weight of lead pellets, which can be used to attack up to two targets who are no more than five feet apart with a single attack roll, which is then compared to both of their Armor Class. This attack inflicts one die-type less damage.
 +
 +
'''Critical Hits:''' Criticals with firearms are incredibly devastating, inflicting triple rather than double the dice in damage.
 
{| class="wikitable" style="margin: 1em auto 1em auto"
 
{| class="wikitable" style="margin: 1em auto 1em auto"
 
! Weapon || Cost || Damage || Weight || Properties
 
! Weapon || Cost || Damage || Weight || Properties
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| Blunderbuss || 250 gp || 1d12 piercing || 7 lb. || Ballistic (15/45), light, special
 
| Blunderbuss || 250 gp || 1d12 piercing || 7 lb. || Ballistic (15/45), light, special
 
|- style="background:gainsboro;"
 
|- style="background:gainsboro;"
| Combination gun || +30 gp || 1d10 piercing || +2 lb. || Ballistic (25/75), handgun, misfire (2), special  
+
| Combination gun || +300 gp || 1d10 piercing || +2 lb. || Ballistic (25/75), handgun, misfire (2), special  
 
|-  
 
|-  
 
| Dragon || 750 gp || 1d10 piercing || 3 lb. || Ballistic (10/30), handgun, special  
 
| Dragon || 750 gp || 1d10 piercing || 3 lb. || Ballistic (10/30), handgun, special  
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|-  
 
|-  
 
|}
 
|}
* '''xxx:''' x
+
* '''Asp:''' ''Ball • Shot''. A small easily concealable pistol. Apply disadvantage to Wisdom (Perception) checks to notice this weapon if it is carried in a hidden fashion.
* '''xxx:''' x
+
* '''Blunderbuss:''' ''Shot''. A short, wide-mouthed musket a favorite of hunters. Though it lacks the Misfire property, it will become fouled if submerged while loaded.
* '''xxx:''' x
+
* '''Combination Gun:''' ''Ball • Shot''. A combination gun is the addition of a firing mechanism and chamber to a melee weapon of some sort, most often axes and blades. Add the costs of this weapon to the base weapon, and it uses the above traits when fired as a firearm. Othewise it uses its normal melee weapon traits. A melee weapon with the Thrown property loses it when combined with a gun, and a weapon with the Versatile or Two-Handed properites cause the combination gun to lose its Handgun property.
* '''xxx:''' x
+
* '''Dragon:''' x
* '''xxx:''' x
+
* '''Long Gun:''' x
* '''xxx:''' x
+
* '''Musket:''' x
* '''xxx:''' x
+
* '''Musketoon:''' x
* '''xxx:''' x
+
* '''Serpent:''' x
* '''xxx:''' x
+
* '''Thunderbox:''' x
* '''xxx:''' x
+
* '''Trinity Gun:''' x
* '''xxx:''' x
+
* '''Volley Gun:''' x
  
 
==Other Equipment==
 
==Other Equipment==

Revision as of 01:28, 12 April 2019

Handgonneur (New Feat)

You have practiced extensively with firearms of various sorts, gaining the following benefits:

  • You are proficient with all firearms, and with tinker's tools.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with any firearm.
  • Reduce the misfire rating of the firearm you are using by 1.
  • You may reload one firearm as a free action.

In the Realms, true gunpowder has no explosive capacity due to the influence of Kossuth, the Lord of Flames. Firearms are rare and use smokepowder, an alchemical explosive substance. It is different from, but on par with, gunpowder. Firearms are most common among the Lantanese, who originally learned this secret alchemy and engineering of firearms from Gond, the god of crafts and invention. They are still quite rare, however.

Smokepowder

Rare Alchemy Recipe25gp per packet
A black, grainy powder whose creation was a gift from Gond, smokepowder burns brightly when set alight. It is not inherently explosive unless the smokepowder is contained within a tight space. As such, it can be used to create explosives and to act as the firing powder for smokepowder weapons. In and of itself, a pile of smokepowder, when lit, burns bright enough to illuminate a 30 foot radius, and to provide dim light to another 30 foot radius out from that. A pile of smokepowder burns for one round per ounce of smokepowder used. If smokepowder is allowed to get wet, it will never again ignite.

A packet of smokepowder can be used to make 5 paper cartridge shots, with the use of a tinker's kit and fifteen minutes of work. These allotments of smokepowder are usually sold in packets of waxed parchment. Such a packet can explode if thrown into an open flame or lit on fire, exploding for 1d6 fire damage, inflicted on every creature within 20 feet, with a DC 12 Dexterity save for half damage.

Smokepowder is also sold in small powder horns, containing enough to make 50 shots (250 gp). If such a keg is hurled into a fire or set on fire, it will explode in 1d3 rounds, inflicting 4d6 fire damage to every creature within 20 feet, with a DC 12 Dexterity save for half damage. Finally, some alchemists also sell iron-banded powder kegs, containing enough to make 500 shots (2500 gp). These kegs are usually treated to be fire resistant, but if they burn long enough (2d4 x 10 minutes) or are cracked by impact, they will explode for 9d6 fire damage, inflicted in a 30 foot radius, with a DC 14 Dexterity save for half damage.

Firearms

Tinkering and alchemy has combined to produce these impressive weapons, which use flint sparkers or spark rings to ignite the gunpowder in the weapon, launching balls of lead as a projectile. Though it is possible to load both ammunition and powder into the end of the barrel, most use paper cartridges, combining both the bullet (or pellets) and the right weight of smokepower, pre-prepared and easy to load into a firearm (though the use of an action or a bonus action).

Ammunition: Two kinds of ammunition may be used with firearms: ball and shot. Ball ammunition is a single lead slug which inflicts the listed damage against a single target. Shot ammunition is a weight of lead pellets, which can be used to attack up to two targets who are no more than five feet apart with a single attack roll, which is then compared to both of their Armor Class. This attack inflicts one die-type less damage.

Critical Hits: Criticals with firearms are incredibly devastating, inflicting triple rather than double the dice in damage.

Weapon Cost Damage Weight Properties
Asp 125 gp 1d8 piercing 2 lb. Ballistic (20/60), handgun, light, misfire (1)
Blunderbuss 250 gp 1d12 piercing 7 lb. Ballistic (15/45), light, special
Combination gun +300 gp 1d10 piercing +2 lb. Ballistic (25/75), handgun, misfire (2), special
Dragon 750 gp 1d10 piercing 3 lb. Ballistic (10/30), handgun, special
Long gun 750 gp 1d12 piercing 12 lb. Ballistic (50/150), heavy, misfire (1), two-handed
Musket 500 gp 1d12 piercing 10 lb. Ballistic (40/120), heavy, misfire (1), two-handed
Musketoon 375 gp 1d10 piercing 7 lb. Ballistic (40/120), misfire (1), two-handed
Serpent 250 gp 1d10 piercing 3 lb. Ballistic (30/90), handgun, light, misfire (1)
Thunderbox 750 gp 3d8 piercing 5 lb. Ballistic (30/90), handgun, misfire (5), special
Trinity gun 750 gp 2d10 piercing 11 lb. Ballistic (20/60), heavy, misfire (3), two-handed
Volley gun 1500 gp 3d10 piercing 15 lb. Ballistic (40/120), heavy, misfire (5), two-handed
  • Asp: Ball • Shot. A small easily concealable pistol. Apply disadvantage to Wisdom (Perception) checks to notice this weapon if it is carried in a hidden fashion.
  • Blunderbuss: Shot. A short, wide-mouthed musket a favorite of hunters. Though it lacks the Misfire property, it will become fouled if submerged while loaded.
  • Combination Gun: Ball • Shot. A combination gun is the addition of a firing mechanism and chamber to a melee weapon of some sort, most often axes and blades. Add the costs of this weapon to the base weapon, and it uses the above traits when fired as a firearm. Othewise it uses its normal melee weapon traits. A melee weapon with the Thrown property loses it when combined with a gun, and a weapon with the Versatile or Two-Handed properites cause the combination gun to lose its Handgun property.
  • Dragon: x
  • Long Gun: x
  • Musket: x
  • Musketoon: x
  • Serpent: x
  • Thunderbox: x
  • Trinity Gun: x
  • Volley Gun: x

Other Equipment

x

Item Cost Weight
Aiming lenses 500 gp 1 lb.
Bomb, petard 250 gp 4 lb.
Loads, ball paper cartridge (10) 15 gp 2 lb.
Loads, shot paper cartridge (10) 15 gp 2 lb.
Modification, open bore 0 gp +0 lb.
Modification, rifled bore 250 gp +0 lb.
Modification, second barrel 250 gp +1 or +2 lb.
  • xxx: x
  • xxx: x
  • xxx: x
  • xxx: x
  • xxx: x
  • xxx: x
  • xxx: x

Acknowledgements

This page adapts a great deal of material from the Comprehensive Equipment Manual, Revised 3.0, from the DM's Guild.