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The Age of Flintlock the Age of Flintlock

The Age of Flintlock the Age of Flintlock

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1 Table of Contents Topic Page Introduction 2 Properties 3 Descriptions 4 Weapon Table 5 Special Weapon Properties 6 6 Throwables 8 Firearm Modifications 8 Conclusion 9

Introduction It's no secret that Dungeons and Dragons is a game centered around medieval fantasy, with the most common in most worlds being weapons from those respective time periods. But what if you wanted more options than bows and magic in terms of ranged combat? What if you wanted your campaign world to be set during the Age of Exploration or the Industrial Revolution and have weapons appropriate to those eras? What if you wanted a medieval setting with a technologically superior civilization having access to ? What if you were running a Steampunk styled game using D&D? Whatever the reason, you want firearms in your game, not the brushed over simplistic version found in the DMG, but a fleshed out system with plenty of firearms, special ammunition, and thought out customization. If so, look no further. I originally made this home-brewed firearm system for my own home game, a historically authentic game set during the Golden Age of Piracy in the early 18th century. Not only did I create a system catered to weapons of the time, I also took some historic liberties and included weapons all the way up to the mid . Not only that, but I created special ammunition for the firearms, a firearm modification system, and several different types of bombs for my players to enjoy. Now that I'm fairly confident everything is completed, I've decided to share what I've made so that hopefully all of you reading this can enjoy it too! Included in this document, as listed above, is a fleshed out and comprehensible firearm system for D&D 5e, 14 firearms, two melee weapons, unique ammunition types, several throwable weapons, and a list of modifications that can be applied to the firearms to create dozens of unique and exciting possible firearms. If you enjoy what this document includes in it, and want to see more of what I've created in the same genre (Ships, Ship SampleCombat, , and more), let me know and file support me! This is my first time attempting to do something like this, so maybe I'll post more of my work. Support and feedback is very appreciated; have a nice read!

2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Firearm Properties Misfire Due to the unreliable nature of firearms, each With the addition of firearms, comes the additon of new firearm has a chance of Misfiring when an attack roll is weapon properties that relate to firearms and how they are made with it. handled in combat Some firearms have Misfire Scores that are higher than others, especially firearms that are considerably more Reload complex or experimental. The Reload Property replaces the Loading Property when The Misfire Score of firearms can be affected by the type dealing with firearms. of Ammunition used as well as what Modifications might Every firearm has a Reload value, with that value being be installed. how many shots the firearm can shoot before it has to be Creatures that are not proficient with the firearm reloaded. Usually, firearms with a Reload value higher than increases the Misfire Score by one. one have multiple barrels that hold one each.

Reloading a Firearm Misfires Reloading a one-handed firearm takes two actions If a firearm misfires, the attack automatically to complete (One per barrel and one misses regardless of attack modifiers and the action for the ) barrel is unusable until it is fixed. Reloading a two-handed firearm takes three If the firearm has a Misfire Score of one, than actions to complete (Two actions per barrel and attack rolls made with the firearm that results one action for the Flintlock Mechanism) in a natural one causes the firearm to misfire. Alternatively, there are other ways to reload a If the firearm has a Misfire Score that is higher firearm. than one, than attack rolls made with the As a bonus action, make a Sleight of Hand firearm that results in a natural roll higher check DC 10 + Weapons Misfire Score with than one causes the firearm to misfire. any additional modifiers from Weapon Breakage Modifications and/or special Ammunition. On If the firearm has a Misfire Score that is higher a success, that bonus actions acts as a regular than one, than attack rolls made with the action that would otherwise be used to reload firearm that results in a natural one causes a firearm. the firearm to break instead of misfiring. If you are out of range of any melee attack and moving wouldn’t an opportunity A broken firearm can not be shot until it is attack, then you may use your reaction as a repaired outside of combat. normal action that would otherwise be used Fixing Misfires and Breakages to reload a firearm. A misfire can be fixed by spending an action Firearms and Feats to do so. Alternatively, you can make a In order to reload a one-handed firearm, one successful Tinkers Tool check DC 8 + Misfire hand must be free to do so. This can be Score to fix it as a bonus action. On a failure bypassed by taking the Dual Wielder Feat. however, the bonus action is spent and the Rather than ignoring the Loading Property firearm is still not fixed. with the Expert feat for weapons To repair a broken firearm, you can do so you are proficient with, players who choose yourself in 1d4 hours with a successful this feat instead have the reload speed Tinkers Tools check DC 10 + Misfire Score, or decreased by one action for firearms that they 2d4 hours on a failure. Alternatively, the are proficient with. weapon can be taken to a skilled to be repaired for 1/4 the firearm’s cost, taking 1d4 hours to do so. Sample file

3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. _ Weapon Descriptions Double Barreled . A Blunderbuss with two In this section, all of the newly added weapons in the next barrels side by side, rather than one. This Blunderbuss is page are described here in terms of what they are, what heavier and more unstable than a standard Blunderbuss, they're used for, as well as any other important information. but if used correctly can be far more powerful. Double Barreled Flintlock . A Flintlock Musket Melee Weapons with two barrels side by side, rather than one. This Musket Although this document primarily focuses on Flintlock is even heavier and more unstable than a standard Musket, firearms, there are two included melee weapons. but if used correctly can be far more powerful. . A knife like blade that can be attached to the Pepper-Box. A weapon that resembles the appearance end of the barrel for most firearms, typically . A and functionality of a , but in an earlier form. A Bayonet allows the shooter to better engage in hand to Pepper-Box can have between two and six barrels, all apart hand combat if the need arises. of a that automatically rotates when the trigger is Harpoon. A weapon resembling a with a barb at pulled. Being a experimental firearm, it is much more the tip, and a rope attached to the end. This weapon is unstable and is weaker than it's closest comparison, the typically used by fishers and whalers to catch large sea Flintlock , but can hold many more shots. animals, but can also be used in combat situations if it Pepper-Box . A normal Pepper-Box with a rifle needs to be by impaling a target and having them attached length barrel extension that doesn't rotate with the to the harpooner via the rope. firearm's cylinder. The Pepper-Box Rifle has much more range than a normal Pepper-Box, but requires two hands to Ranged Weapons use. Similarly to how the Pepper-Box compares with the The weapons listed here are primarily Flintlock based Flintlock pistol, this rifle is more unstable and weaker than firearms varying heavily in complexity and rarity. a Flintlock Musket, but holds more shots. Flintlock Pistol. The typical pistol found with a Flintlock Hand . Another Blunderbuss styled firearm that mechanism. This pistol typically has a smooth bore barrel closely resembles a Hand Blunderbuss, but has an even and fires lead balls as well as their improved equivalents, shorter and an even wider barrel. The purpose of the Hand just like most other Flintlock firearms. This weapon is Cannon is not to accurately shoot ball ammunition, but acts usually a side arm to be paired with a more powerful as a handheld which can fire most any object that weapon. The Flintlock pistol is also a great weapon for duel can fit inside of the barrel. wielding due to it's light weight. Volley . This devastating rifle is equipped with seven Palm Pistol. Similar to a Flintlock Pistol, but barrels, orientated in whatever pattern you see fit; square, considerably smaller. Although this firearm might not be as line, circle, pyramid, etc. Unlike other multi-barreled powerful as it's larger cousin, it is a perfect option for firearms however, the fires every barrel at once, situations where carrying a weapon out in the open may creating a "volley" from a single firearm. The Volley Gun not be a good idea, but you still want protection if things go deals a large amount of damage to a single target in one bad. attack, but is highly unstable and takes a long time to Hand Blunderbuss. A smaller version of a standard reload, making to rare to be used twice in a single Blunderbuss, designed to be used with one hand, as well as encounter. The from this firearm is so having a much shorter barrel than a standard Blunderbuss. strong that it inflicts damage onto those who fire it. If you enjoy the Blunderbuss style but prefer one handed Duck-Foot Pistol. This firearm comes equipped with weapons, and are willing to sacrifice a bit of power for multiple barrels, usually three or four, arranged in a such, the Hand Blunderbuss is for you. splayed line which resembles the pattern of a duck's foot. Flintlock Musket. A typical rifle with a Flintlock The purpose of this firearm is to cover a wide area in mechanism. It is a hefty firearm with a long barrel, situations where a single person may have to go against a providing considerable range for a Flintlock firearm. Great group of opponents. for Sharpshooters who want a reliable firearm with a nice Pistol . A Shortsword with a small balance between damage and range, while also having a lot Flintlock pistol, equivalent to a Palm Pistol, welded onto of room for modifications. the side of the hilt or blade. When making an attack with . Very similar to a Flintlock Musket, but with this weapon, you can choose to either make an attack with a shorter barrel and a overall more compact build. Ideal for the sword or the pistol, not both, unless your class allows those who want a rifle, but may not possess the ability to you to make multiple attacks a turn. wield the larger Musket. This weapon is also useful in Blowgun. A simplistic weapon consisting of a long smaller areas where the length of the Musket's barrel may narrow tube in which dart are fired from the be cumbersome. exhaling of the user. Blunderbuss. A very early version of a . It typically has a much wider barrel than other Flintlock firearms, and the barrel is also flared at the muzzle, opening outwards. The Blunderbuss can shoot ball ammunition at a much shorter range than other Flintlock firearms, but can also be used to fire Scatter Shot ammuSamplenition, causing an area of effect attack. file

4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Weapons Melee Weapons

Name Cost Damage Weight Properties Simple Weapons Bayonet 2gp 1d4 Piercing 1lb Light, Special Harpoon 2gp 1d8 Piercing 3lb Thrown (Range 30/60), Versatile (1d10), Special Ranged Weapons

Name Damage Weight Properties Simple Weapons Flintlock Pistol 1d10 Piercing 2lb Ammunition (Range 30/120), Reload 1, Light, Misfire 1 Palm Pistol 1d8 Piercing 1lb Ammunition (Range 20/80), Reload 1, Light, Misfire 1 Hand Blunderbuss 1d8 Piercing 2lb Ammunition (Range 15/40), Reload 1, Light, Misfire 2, Special Martial Weapons Ammunition (Range 100/400), Reload 1, Heavy, Two-Handed, Flintlock Musket 2d6 Piercing 10lb Misfire 2 Musketoon 1d12 Piercing 8lb Ammunition (Range 60/240), Reload 1, Two-Handed, Misfire 2 Ammunition (Range 15/40), Reload 1, Two-Handed, Misfire 2, Blunderbuss 1d10 Piercing 5lb Special Double Barreled Ammunition (Range 15/40), Reload 2, Two-Handed, Misfire 3, 1d10 Piercing 9lb Blunderbuss Special Double Barreled Flintlock Ammunition (Range 100/400), Reload 2, Heavy, Two-Handed, 2d6 Piercing 15lb Musket Misfire 3 Pepper-Box 1d8 Piercing 3lb Ammunition (Range 20/80), Reload 2-6, Light, Misfire 3 Ammunition (Range 60/240), Reload 2-6, Heavy, Two-Handed, Pepper-Box Rifle 1d8 Piercing 13lb Misfire 3 1d10 Piercing 3lb Special Ammunition (Range 30/120), Reload 7, Heavy, Two-Handed, Volley Gun 1d10 Piercing 15lb Misfire 4, Special Duck-Foot Pistol 1d8 Piercing 3lb Ammunition, Reload 4, Light, Misfire 2, Special 1d6/1d8 Ammunition (Range 20/80), Reload 1, Misfire 1, Light, Finesse, 4lb Piercing Special Blowgun 1d4 Piercing 1lb Ammunition (Range 25/100), Loading

Firearm Costs The firearms listed in the table above were originally designed for my own D&D game set during the Age of Sail, where firearms were easily accessible and a different currency was used. Depending on the setting on your game, firearms might be commonly sold or uncommonly sold, or perhaps not sold at all and mSampleust be crafted. Point being, I can't accurately file price these firearms because it depends on your game and your world.

5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.