Simple Firearms

by heavyarms

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Simple Firearms

Firearms during the Age of Sail were an integral part of the battle. A relatively new technology during those times, firearms shaped and changed warfare. As firearms came into regular use in the battlefield, older weapons that have been used for hundreds of years were slowly made replaced. For instance, archers were an increasingly rare breed of soldier employed during this time.

Proficiency

Firearms count as martial ranged weapons for the purposes of determining proficiency, as although firearms were used in the military, it wasn’t uncommon for civilians to also own pistols for various reasons including personal or home protection.

Properties

Firearms have the following special properties, as shown in the Weapons table:

Bandolier. If a weapon has the bandolier property, when making a ranged attack with the weapon you can immediately draw another weapon of the same type as part of the attack.

Flintlock. You can use a flintlock weapon to make a ranged attack only if the weapon has been previously loaded. To load a flintlock weapon, you must spend a turn doing so and taking no other actions or movement, and have ammunition to fire from the weapon. A flintlock weapon can be fired once before reloading. Each time you attack with the weapon, you expend one piece of ammunition. Ammunition used by firearms is destroyed upon use.

Kick. When making an attack with a weapon with the kick property, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls, and if you use Dexterity must use two hands when attacking.

Misfire. Whenever you make an attack roll with a firearm and the dice roll is equal to or lower than the weapon’s misfire score, the weapon misfires. The attack misses, and the weapon must be cleaned before it can be used again. Cleaning a weapon requires a short or long rest. The dungeon master may increase the misfire score to account for adverse conditions like heavy rain, or lack of proper maintenance. If a character without the correct weapon proficiency reloads the weapon, its misfire score temporarily increases by 5.

Scattershot. When attacking with a weapon with the scattershot property, make a separate attack roll for each damage die. For attacks that hit, damage is rolled calculated individually for each die, including any modifiers (max ability modifier: 2).

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Firearm Equipment

The following pieces of equipment can be crafted by a trained artisan, including characters proficient with and in possession of a set of the appropriate set of artisan's tools, as well as sourcing any additional materials as determined by the DM. Items can be purchased for the indicated cost, or by spending a 8 hours and succeeding on a craft check (DC 15) with the appropriate set of artisan's tools.

Pistol Baldric

Crafted item, artisan (leatherworker's tools), 100 gp.


While equipped, this item can be used to store up to three pistols. Also, you can stow a pistol, then draw another pistol from the baldric as a single object interaction on your turn.

This item can be equipped at the same time as a dual leg brace, allowing you to stow up to five pistols in this way.

Dual Leg Brace

Crafted item, artisan (leatherworker's tools), 100 gp.


While equipped, this item can be used to store up to two pistols. Also, you can stow a pistol, then draw another pistol from the brace as a single object interaction on your turn.

This item can be equipped at the same time as a pistol baldric, allowing you to stow up to five pistols in this way.

SIMPLE FIREARMS
Simple Firearms by heavyarms
Weapons table
Name Cost    Damage Weight    Properties
Firearms
    Pistol 120 gp 1d10 piercing 3 lb. Bandolier, flintlock (range 30/90), light, misfire 2
    Musket 250 gp 1d12 piercing 10 lb. Flintlock (range 100/300), misfire 1, two-handed
    Blunderbuss 200 gp 3d4 piercing 5 lb. Flintlock (range 10/30), kick, misfire 3
Ammunition
    Ball (10) 3 gp 1 lb. Ammunition for all firearms.
    Shot (10) 2 gp 1 lb. Ammunition for blunderbusses. Applies the scattershot property.

Feats

The following feats have been developed for use with firearms:

Close Quarters Shooter

Prerequisite: Proficiency with at least one type of firearm You master the use of firearms in close quarters combat, gaining the following benefits:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a pistol you are holding.
  • If you hit a creature within 5 feet of you with a ranged weapon attack with a firearm on your turn, that creature can’t take reactions until the end of this turn.

Marksman

You are a master of hitting your mark with ranged weapons, knowing that sometimes patience is key. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • You may steady your aim as a bonus action, granting you advantage on your next ranged weapon attack before the start of your next turn.
  • Attacking a prone target doesn’t impose disadvantage on your ranged weapon attack rolls if the target is within the normal range of your weapon.
Setting Notes

In the age of early firearms, crossbows are rarely seen. The only crossbow still in use is the hand crossbow used for sport and favored by assassins. The sale and possession of hand crossbows without a license is outlawed.

Art by Wonchun Choi

SIMPLE FIREARMS
Simple Firearms by heavyarms