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193299-Sample.Pdf

193299-Sample.Pdf

Sample file CHANGELOG

• 1.1: Tweaks to numbers and phrasing of rules • 1.2: Added Rifled Pistol and • 1.3: Added Bayonet and Hand , added several weapon properties. • 1.4: Added powder keg and related adventuring gear. • 1.5: Added optional Gunslinger feat. Rephrased Reload quality to make firearms more useful for characters without Extra Attack feat. Tweaked numbers to make the advantage of rifled weapons clearer.

FOREWORD

These rules were born from the personal wish to create firearms for the campaign I am in, without upsetting the balance of the game. I was inspired by Matthew Mercer's rules for firearms for his excellent Gunslinger class, but decided to go for less advanced technology while still skipping over a couple of steps in the evolution of firearms (i.e. hand , firearms), that would make little sense for a small group of character in mostly non-warfare combat. The weapons listed underneath are not intended to be mass produced weapons, but fine examples of good craftsmanship, worthy of being used by heroes and villains instead of lines of . The numbers may or may not be representative of how these weapons might work in real; the ultimate goal was to create a sensible framework for such firearms in the ruleset of D&D 5th edition. If you enjoy these rules or have some constructive criticism, leave a comment on the DMG.

STORY IDEAS

So how do you integrate these weapons into the typical medieval / early renaissance fantasy setting without firearms? There are a couple of basic plots that come to mind. These are just some suggestions, to get you inspired, should you not have an idea yet. Whatever you might go with, make sure to have your players work for getting their hands on these weapons and also keep them. You probably won't find these sold in some shops. The Inventor : Someone has to come up with the idea of put a hollowed out metal rod into a wooden body, load it with explosive powder and shoot a ball at someone or something with the resulting explosion. That someone could be a player character of the necessary curiosity and ingenuity with the right skill set (i.e. a blacksmith, an alchemist, a tinkerer etc.) or a friendly NPC of your campaign. To make it more fun, you could go throughSample the process of experimentation, finding the right combination fileof ingredients for the powder, ending having a lot more misfires and simple fails than would be usual. Also be creative in what could be used for the powder. Stuck in the Underdark? How about taking some Torchstalk spores to replace the sulfur? The Dream : Many supernatural forces are at work in the typical D&D campaign – deities, ghosts, demons and many many more forms of powerful, magical beings. A character of the group or a friendly NPC might be driven by dreams, to build that thing he or she saw. Probably to a degree of obsession if not simple insanity. Is it a boon of the gods? A blessing in disguise? Or a curse, giving the character that strange new power of technology to corrupt them with that same power and drag them down the path to evil? The Foreigners : This is a more historically inspired approach for how things went for lots of countries during various points of history. Just because firearms have not yet been invented in the part of the world you are in, doesn't mean they haven't been somewhere else. Imagine how bizarre, utterly alienating it must be, to see people, who look completely different, speak a completely different language, with foreign habits and unknown goals, demonstrating the potentials of these strange things in combat or just attempt to intimidate the native population into submission.

FLINTLOCK FIREARMS Name Cost Damage Weight Properties Simple Ranged Weapons 200 gp 1d8 piercing 5 lb. Ammunition (range 10/30), reload 2, scatter 400 gp 1d10 piercing 10 lb. Ammunition (range 15/30), reload 3, scatter, two-handed Martial Ranged Weapons Pistol 250 gp 1d12 piercing 5 lb. Ammunition (range 60/240), reload 2 Rifled Pistol 350 gp 1d12 piercing 6 lb. Ammunition (range 100/400), reload 3, unreliable Carbine 400 gp 2d6 piercing 8 lb. Ammunition (range 100/400), reload 2, two-handed 500 gp 2d8 piercing 10 lb. Ammunition (range 125/500), heavy, reload 3, two-handed Rifle 750 gp 2d8 piercing 11 lb. Ammunition (range 200/800), heavy, reload 4, two-handed, unreliable 1250 gp 3d8 piercing 30 lb. Ammunition (range 150/600), brace, massive, reload 4, two-handed Martial Melee Weapons Bayonet 100 gp 1d8 piercing 2 lb. Attachment (1d6), two-handed Item Cost Weight Item Cost Weight Ammunition Gear BallSample and powder (20) 10 gp 2 lb. Powder flask file1 gp 1 lb. Shot and powder (20) 7 gp 2 lb. Holster belt 10 gp 1 lb. Cannonball and powder (5) 50 gp 10 lb. Holster 1 gp - Powder keg 5 gp 3 lb. Cannon belt 3 gp 1 lb. WEAPON DESCRIPTIONS

DRAGON : A dragon is a muzzle-loading pistol similar to a blunderbuss with a short, large caliber barrel, which is flared at the muzzle. When fired, it covers the area in front of it in a shower of shot or similar projectiles of equivalent quantity and size, but is only effective in a very short range. BLUNDERBUSS : A blunderbuss is a muzzle-loading rifle with a short, large caliber barrel, which is flared at the muzzle. When fired, it covers the area in front of it in a shower of shot or similar projectiles of equivalent quantity and size, but is only effective in a very short range, but still further, than the dragon. PISTOL : This usually has a short barrel and commonly is used in conjuction with a melee weapon. It may have a curved grip or a more pistol shaped grip of modern weapons. Loaded with a solid ball of lead. RIFLED PISTOL : Basically identical to a regular pistol, the spiraling grooves on the inside of the barrel add a stabilizing spin to the ball, allowing it to go further more accurately. But the ball barely fits into the snug barrel, that needs to be cleaned more frequently. CARBINE : A shortened version of a musket, this weapon is less heavy and bulky and ideal for use on horseback or by small folk. This comes at the price of power and range. Loaded with a solid ball of lead. MUSKET : This is a muzzle-loading long , with an undeniable amount of bulk, to be used in hand-to-hand combat if need be. Can be loaded with a solid ball of lead or shot. If loaded with shot, it gains the scatter property, however, since there is no flare at the muzzle allowing a big spread, it is a line, not a cone of 30 feet. RIFLE : In essence, this weapon is identical to a musket – the difference is the barrel inside. Spiraling grooves have been added to the barrel, to give the ball enough spin, so that it is stabilized and can be fired further more accurately. But these weapons take a lot of extra care and the barrel is so tight fitting, that loading takes a longer time. HAND CANNON : In a world with imposingly large and powerful creatures and stronger than life individuals, there is no reason why man carried weapons didn't go the direction of becoming larger than life too. Intended as a sort of anti-dragon and siege weapon, the hand cannon is a small, lightweight muzzle-loaded bronze cannon with two handgrips and a leather belt, worn over the shoulder, to brace it for being fired. BAYONET : Putting a bladed attachment to the muzzle-socket of a two-handed firearm allows the wearer to engage in melee without having to switch weapons. The bayonet can have various shapes, from a simple spike, to something similar to a knife or a short sword blade.

WEAPON PROPERTIES Many weapons have special properties related to their use, as shown in the Firearms table. 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,Sample case, or other container is part of the attack. In case of Firearm file ammunition, you cannot recover your ammo after the battle. If you use a weapon that has the ammunition property, to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" in the PHB). Attachment : Weapons with this quality are most useful when socketed in to an appropriate weapon (i.e. a carbine, musket or rifle). If used as a weapon on it's own, it becomes one handed and deals slashing damage of the value of the number following in parentheses. Brace : This weapon's mass and it's kickback are so overwhelming, that you need to take a minor action to brace this weapon, before firing. When firing, you have to pass a DC 12 strength save or be knocked prone by the recoil. If you moved more than half your movement range this round, you have disadvantage on your attack roll. Heavy : Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Massive : Small creatures and creatures with less than 16 strength cannot wield massive weapons. A massive weapon's impressive size and bulk make it too large and heavy for small or weaker creatures to use at all. Reload : Since you have to load the powder charge, the ball or shot into the barrel, ram it down into the back and load a bit of powder into the breech, you have to spent a number of attacks indicated by the number after the reload property to get ready to fire another shot. You can also spend a full action on reloading, which will count as two attacks, regardless of whether you have the Extra Attack Feat or not. Scatter : When firing a weapon with scatter, you make an attack against each creature within a 30 feet cone from your position, targeted at the creature you originally shot at. The rules for range apply to each singular target. Advantage against swarms. Two-Handed : This weapon requires two hands to be used. Unreliable : Due to factors of needing intensive care, these weapons are prone to malfunctions and misfires. Whenever you roll a natural 1-3 with this weapon, consult the Misfire table.

GEAR DESCRIPTIONS

POWDER FLASK : A container for powder; also used to dispense the powder into the muzzle-loader (anything besides the hand cannon). Can be made out of metal or bovine horn (then called powder horn). Can hold up to 20 charges of powder. HOLSTER BELT : A belt, worn diagonally over the shoulder, made to attach one up to three holsters for small firearms onto it. HOLSTER : A shaped piece of leather, to hold a small firearm (i.e pistol or dragon) in place but allowing for a quick drawing or holstering. Allows the switching between two pistol sized weapons as a free action. POWDER KEG : A small wooden barrel, containing larger amounts of powder. Can contain up to 100 charges of powder for normal firearms or up to 5 charges for the hand cannon. Can also be used as an explosive, if lit on fire with a fuse or hit with fire damage. Deals 6d8 fire damage to everyone within 20 feet. CANNON BELT : A belt designed to help holding a specific hand cannon. Nullifies the disadvantageSample due to movement when firing a hand cannon. file FEAT: GUNSLINGER Thanks to your extensive practice with firearms, you gain the following benefits: ● The reload property of any firearm is reduced by 1 for you. ● Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. ● When you use a the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded one-handed firearm you are holding.

MISFIRING While the possibilities of firearms are great, they are not without drawbacks. A generally high reload time and need for regular cleaning being the most obvious ones. However there is also the risk of misfiring, with damp powder or too much soot in the barrel from prolonged use. Whenever a player rolls a natural 1 while firing, the player has to roll a d20 and compare the result to the misfire table, to determine the exact nature of the misfire.

MISFIRE TABLE Roll Effect 1 BOOM! The barrel is clogged or you loaded too much powder into it, turning it into a pipe bomb. The explosion damages the barrel and a shower of shrapnels hit everyone within 5 feet of the weapon. Roll the weapon's damage. You take the full damage and anyone within the 5 foot radius half of the damage. The weapon's barrel has to replaced (50% of weapon's cost) before being usable once more. 2-8 THUMP! There is a large cloud of smoke and a muffled sound of an explosion, as the powder explodes without firing out the ball or shot. You have to spent an action to clean the barrel with a DC 14 DEX check during combat, or just some extensive cleaning out of combat before being able to fire the weapon once more. 9-18 ZZZT There is a bit of smoke and sizzling, as the charge in the breech ignites, but the main charge does not. You have to reload once more, before you can fire again. 19-20 ... You are not sure what happened. It ought to have fired. It really should ha- BANG! The powder took a bit before it ignited. There is a 50/50 chance, that you shoot at another target or just shoot into the air. The DM determines at random the target if you shoot at another target; any target in front of you is a viable choice, including your allies and neutral NPCs. Roll another attack roll with Sampledisadvantage against the new target. Another natural 1 is just filea miss. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all otherSample Wizards of the Coast product names and their respective logos are trademarks offile Wizards of the Coast in the USA and other countries.

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