1 Contents This book contains rules for adding black powder to your game, giving you the opportunity to create swashbuckling heroes, pirates, revolutionaries, or soldiers weilding weaponry.

Contents ...... 1 CREDITS

Firearm Properties ...... 2 Writing and design by Adam A. Watts Cover and class illustrations by Florencio Duyar III Stats ...... 4 Weapon illustrations by Jerick Galanga

Weapon Descriptions ...... 7 Playtesting and design feedback by Nathan Watts, Ammunition ...... 12 Nikolaus Dorfner, David Taus, Mark Furland, and Nick Bovee Cartridges ...... 12 Special thanks to my old college gaming group, for Bullets and Balls ...... 12 putting up with me sticking in your fantasy. Powder ...... 13 Detailing Your ...... 14 © 2020 Carpe Omnis Games, except for content re- Magic Guns ...... 16 produced under the OGL Explosives ...... 20 Equipment ...... 21 Character Options ...... 22 Feats ...... 22 Grenadier ...... 23 Sniper ...... 24 Oath of the Lawbringer ...... 25 Extra and Optional Rules 26 Rooster Tail ...... 26 Advanced Misfires ...... 27 Advanced Ammunition Rules 27 Simulationist Ammunition Rules 28 Powder and Ball Prices ...... 28 MechanismSample ...... 28 file Legal Information ...... 31 2 Firearm Properties For muzzleloading weapons, each reload Blast. This weapon deals damage in a cone only loads one shot back into the weapon, so that up to its normal range. If the weapon doesn’t misfire, same tri-barrel revolver will need to be reloaded three every creature in the cone must make a Dexterity save times in order to get it back to full capacity. You don’t with a DC of 8 + your attack bonus. A target takes no need to have all shots loaded back into the weapon to damage on a successful save. Swarms have disad- fire it again. Black powder weapons without a Capacity vantage on this saving throw. can only have one shot loaded at a time, and need to be reloaded between each shot. If this weapon has a capacity greater than 1, all loaded ammunition is expended when the weapon is fired. Capacity Blast Weapons: If a Blast weapon also has the Capacity quality, then Brace. Some weapons are too heavy to be used effec- blast attacks with the weapon consist of a limited num- tively without bracing them against some kind of sup- ber of larger projectiles rather than a more all-envel- port. On any turn that you fire this weapon, you must oping spray. When this weapon is fired, the number forego any movement in order to set it down on some- of creatures that need to make saving throws can’t thing so that you can actually aim it. If there isn’t any exceed the number of shots loaded into the weapon. convenient obstacle nearby that you can brace the Creatures closer to the shooter are targeted first, with on (a low wall, a boulder, a ship’s railing, etc), then you the player deciding which creature to target if two are have to go prone. equally distant. Burst. This weapon was built to fire multiple shots If you’ve loaded each barrel of the weapon with buck- simultaneously, or in very rapid succession, using all shot instead of bullets or balls, ignore this limi- of its loaded ammunition in a single attack. When the tation and resolve the blast as normal, but at half of the weapon is fired with more than one shot loaded, the weapon’s usual range. attack has disadvantage. On a hit, roll the damage list- ed after the Burst quality for each piece of ammunition This weapon has to be loaded with that was fired after the first one. High-Powered. special high-powered cartridges. Alternatively, if you’re using loose powder from a powderhorn, loading a sin- Burst Example: gle shot into this weapon takes two charges of black A pepperbox revolver is an ungainly, front-heavy weap- powder. This doesn’t change the reloading time, just on with six barrels and two triggers. One how much powder it takes. fires the barrels one at a time, while the other sparks off every barrel at once in a burst attack. As Any firearm can be used as an impro- such, the weapon has Burst (1d4). A single pepperbox Melee Option. vised melee weapon if you swing it hard enough, but barrel deals 1d8 damage, but firing all of them at once this one was specifically built to be used that way. This deals 1d8+5d4, if you hit on an attack with disadvan- weapon deals the listed damage when used to make a tage. If fewer than six barrels are loaded, a burst attack melee attack. deals less damage (1d8+2d4 for three barrels, for ex- ample). Misfire. Black powder weapons hit hard and are easy to use, but the powder itself is notoriously finicky, es- The burst attack on a pepperbox revolver is difficult to pecially in damp weather. If an attack with this weap- reload, since there are six barrels that each need to be on rolls a 1 before bonuses and penalties are applied, loaded individually. It’s best used as a once-per-fight then something’s gone wrong with the powder or the alpha strike, especially if you can figure out a way to mechanism. The attack still might hit, if your bonuses get advantage and negate the disadvantage imposed are high enough (maybe it was just a hang-fire), but the by the burst attack’s high recoil. weapon can’t be used again until someone succeeds on a DC 10 Tinker’s Tools check to repair it. Capacity. Some black powder weapons carry more than one shot. For example, a tri-barrel revolver with Capacity 3 can be fired three times before needing to be reloaded.Sample file Note that the chance of a misfire goes up if you’re at- 3 tacking with disadvantage, and goes down if you’re attacking with advantage, because both change the odds of getting a 1 on the result of the roll.

Some items or attributes can increase the range at which a weapon misfires. If something in this book says that it gives “+1 Misfire range” then that means that the weapon misfires if the attack roll is a 1 or 2. Increases to the misfire range stack, so if a weapon has +1 mis- fire range from using special ammunition and +1 from the Design Flaws table on page 17, then it misfires on a 1, 2, or 3. A +3 increase means that it misfires if the roll is anywhere from 1-4. You get the idea.

If you want more complicated and simulationist mis- fires, use theAdvanced Misfire rules on page 27.

Muzzleloader. This weapon needs to be loaded with ammunition before being fired. It takes an to load one shot into a .

If you can make more than one attack in a single ac- tion, you can use one or more of those attacks as re- load actions. For example, a 5th-level Fighter has two attacks, and can therefore reload a pistol and fire it in a single action, or reload two weapons in a single action.

You can’t reload two-handed muzzleloading weapons while prone.

Rifling. This weapon can have applied to its barrel at the cost of 100gp, increasing both the close range and max range numbers by half (so, for exam- ple, a rifled musket would have a range of 150/750 in- stead of 100/500).

Weapons with multiple barrels cost more to . If adding rifling to a weapon costs more than 100gp, the cost is listed next to the Rifling quality (in parentheses). For example, rifling a pepperbox would cost 500gp, because it has five barrels.

Select Fire. This weapon can be fired in more than one way. For example, a double-barreled musket has Select Fire (Burst 2d6), which means that you can fire one shot from one barrel in a single attack, or you can fire both barrels at once in a burst attack and potential- ly deal Samplemore damage. file 4 Firearm Stats Standard Pattern Guns (Simple Weapons) Weapon Cost Damage Range Weight Properties Derringer 20gp 1d6 Piercing 20/60 1lb Light, Muzzleloader, Misfire Pistol 60gp 1d10 Piercing 30/100 3lbs Light, Rifling, Muzzleloader, Misfire Carbine 120gp 1d12 Piercing 80/500 7lbs Two-Handed, Rifling, Muz- zleloader, Misfire Musket 200gp 2d6 Piercing 100/500 10lbs Two-handed, Rifling, Muzzle- loader, Misfire 350gp 2d6 Piercing 200/900 12lbs Two-handed, Heavy, Muzzle- loader, Loading, Misfire

Blast Guns (Simple Weapons) Weapon Cost Damage Range Weight Properties 140gp 1d12 Piercing 30 10lbs Two-handed, Blast, Muzzlel- oader, Misfire, Special Pistol 80gp 1d8 Piercing 20 3lbs Light, Blast, Muzzleloader, Misfire, Special Duck’s Foot 90gp 1d10 Piercing 30 3lbs Light, Capacity 4, Blast, Muzzleloader, Misfire

Heavy (Martial Weapons) Weapon Cost Damage Range Weight Properties Four-Bore Rifle 600gp 3d8 Piercing 80/200 20lbs Two-handed, Heavy, Rifling, Muzzleloader, High-Pow- ered, Misfire Nock Gun 2000gp 2d10 Piercing 60/300 50lbs Capacity 7, Muzzleload- er, Burst (1d10), Heavy, Two-Handed, Brace, High-Powered, Misfire, Special Hand 500gp 3d6 Piercing 100/150 10lbs Two-handed, Heavy, Muz- zleloader, High-Powered, Misfire, Special 800gp 3d10 Piercing 100/500 50lbs Heavy, Rifling, Two-hand- ed, Muzzleloader, Brace, High-Powered, Misfire, Special 400gp 2d8 Piercing 150/550 15lbs Two-handed, Rifling, Muz- Sample zleloader,file Heavy, Brace, Misfire 5

Repeating Guns (Martial Weapons) Weapon Cost Damage Range Weight Properties Double-Barreled 90gp 1d10 Piercing 30/100 4lbs Capacity 2, Light, Muzzle- Pistol loader, Select Fire (Burst 1d10), Rifling (200gp), Misfire Double-Barreled 240gp 2d6 Piercing 100/500 12lbs Capacity 2, Muzzleloader, Musket Select Fire (Burst 2d6), Rifling (200gp), Misfire Fused Repeating 200gp 1d10 Piercing 30/60 3lbs Capacity 4, Rifling, Muzzle- Pistol loader, Burst (1d6), Select Fire (Blast), Misfire Fused Repeating 450gp 2d6 Piercing 60/100 10lbs Capacity 6, Rifling, Muzzle- Musket loader, Burst (1d6), Select Fire (Blast), Misfire Pepperbox Re- 150gp 1d8 Piercing 15/60 5lbs Capacity 6, Rifling (600), volver Muzzleloader, Select Fire (Burst 1d4), Misfire Pepperbox Car- 300gp 1d12 Piercing 40/320 11lbs Capacity 5, Two-handed, bine Rifling (500), Muzzleloader, Select Fire (Burst 1d6), Misfire Slide- Pistol 150gp 1d10 Piercing 30/100 3lbs Capacity 4, Rifling, Muzzle- loader, Misfire Slide-Lock Musket 400gp 2d6 Piercing 100/500 10lbs Two-handed, Capacity 6, Rifling, Muzzleloader, Misfire Tri-Barrel Revolver 120gp 1d10 Piercing 20/70 4lbs Capacity 3, Rifling (300), Muzzleloader, Misfire Kalthoff Repeater 1000gp 1d12 Piercing 80/500 6lbs Capacity 6, Rifling, Carbine Two-handed, Special, Misfire Kalthoff Repeater 1200gp 2d6 Piercing 100/500 9lbs Capacity 6, Rifling, Musket Two-handed, Special, Misfire Air Rifle 2000gp 1d12 Piercing 90/300 10lbs Two-handed, Capacity 20, Sample Specialfile 6

Combo Guns (Martial Weapons) Weapon Cost Damage Range Weight Properties Boar Spear 200gp 2d10 Piercing - 10lbs Muzzleloader, Melee Op- tion (1d6 piercing), Misfire, Special Cane Pistol 100gp 1d10 Piercing 40/100 3lbs Muzzleloader, Misfire Dagger Pistol 70gp 1d8 Piercing 30/80 2lbs Muzzleloader, Melee Op- tion (1d4 piercing), Light, Finesse, Misfire Gun Axe 260gp 2d6 Piercing 60/150 12lbs Muzzleloader, Melee Option (1d12 slashing), Heavy, Two-handed, Mis- fire Gun Mace 180gp 1d12 Piercing 60/150 6lbs Muzzleloader, Melee Option (1d6 bludgeoning), Misfire Gun Pike 240gp 2d6 Piercing 80/200 22lbs Muzzleloader, Melee Option (1d10 piercing), Heavy, Reach, Two-hand- ed, Misfire

Sample file 7 Weapon Descriptions Most firearms are individual items hand-crafted by Carbine gunsmiths. Armies that want to have standardized Not quite a musket, weapons for their soldiers often have “pattern guns,” but longer than a pistol, are where one gun is created and used as the official mod- often used by fighters on horseback or by city guards el for every other gun of that type, but even with military who need something a little shorter and easier to han- patterns no two guns are exactly alike. In a world that dle than a full-sized longarm. You can’t be prone while lacks industrial manufacturing technology, each and loading a carbine, but if you want to keep a low profile every black powder weapon is a unique creation. you can load it while crouching.

Many non-pattern weapons sport engraved barrels, textured grips, sculpted locks, or other embellishments. Musket Such visual flourishes are often easier to create than the fine mechanisms of the firearm’s interior workings, A standard-pattern musket comes with a ramrod, stock, and help advertise the gunsmith’s abilities to potential curved grip, and hooks for a sling so it can be easily customers. Most master gunsmiths have distinct styles carried over a shoulder. This weapon is the most com- of decoration, making their work immediately recogniz- mon type of black powder firearm in the world, and can able to anyone who knows a thing or two about fire- be found in the hands of soldiers, adventurers, caravan arms. guards, bandits, nobles, and common folk alike. Long Rifle Most are formerly- or car- bines that have been modified with a rifled barrel. A long rifle, on the other hand, was built from the ground up to take full advantage of its barrel grooves. The extended barrel works to impart a more precise spin on any ball or bullet fired down its length, making this Derringer weapon the most accurate black powder firearm in ex- A small, low-caliber palm pistol, easily concealed. Der- istence, capable of precise aim at ranges surpassing ringers are often carried by people whose positions even a longbow. The downside of this extreme range is don’t allow them to be visibly armed, such as noble la- that it’s more difficult to shove a musket ball all the way dies and gentlemen, gamblers, actors, assassins, and down the barrel, which means it takes longer to reload merchants. (no matter how many attacks you have, a long rifle can only be fired once per round).

Pistol A single-shot handheld firearm. The average black powder pistol is about a foot long (though they can range from eight to sixteen inches) and has a curved handle that is easy to hang on a belt or in a holster. Some more expensive pistols have saw grips, with a contoured handle that makes aiming and recoil han- dling a Samplebit easier, but those are rare. file