The Age of Flintlock the Age of Flintlock

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The Age of Flintlock the Age of Flintlock TheTheThe AgeAgeAge ofofof FlintlockFlintlockFlintlock FirearmsFirearmsFirearms forforfor D&DD&DD&D 5E5E5E Sample file 1 Table of Contents Topic Page Introduction 2 Firearm Properties 3 Weapon Descriptions 4 Weapon Table 5 Special Weapon Properties 6 Ammunition 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 weapons 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 firearms? 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 I originally made this home-brewed firearm system for my own home game, a historically authentic game set during the Golden Age of Piracy in the early 18th century.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 19th century. 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, Cannons, 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 Flintlock 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 shot each. Reloading a Firearm Misfires Reloading a one-handed firearm takes two actions If a firearm misfires, the attack automatically to complete (One action per barrel and one misses regardless of attack modifiers and the action for the Flintlock Mechanism) 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 trigger 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 Crossbow 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 gunsmith 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 Blunderbuss. 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 Musket. 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. Bayonet. 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 rifles. A and functionality of a revolver, 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 cylinder that automatically rotates when the trigger is Harpoon. A weapon resembling a spear 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 Pistol, but can hold many more shots. animals, but can also be used in combat situations if it Pepper-Box Rifle. 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 Cannon. 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 mortar 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 Gun. 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.
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