Firearms

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Firearms In Alestria

In canon, it is confirmed that guns do exist. I’m not entirely sure it is established what technological level they are at, but in this system it assumes the latest technologies are equivalent to wild west era, or mid 1800s. The fantasy of guns: dueling cowboys, thuggish mercenaries, ghost snipers, and ruthless pirates is there and saddens me greatly that it is not expanded upon in Alestra even with the precedent of this technology already existing. At the time being, guns are just reskinned crossbows, but hopefully we can split them again. In this doc is a proposed rule set for guns loosely based on 5e modern and a table of weapon profiles for the guns. The idea is that they would be parallel to crossbows in their damage, but have their own set of limitations. It is understood that the way they will interact will just encourage players to have more guns, but this interaction should not be frowned upon since the cost and weight of the weapon and ammo are a downside enough. I am of the opinion that though guns should be reintroduced with this system, that the gunslinger class should not be (yes.. I know, me of all people). It is a rather unrefined subclass and works on its own system. I only hope you can enjoy this and use it as a way to have more fun in our wide, wonderful world. I know I will.

-- Maezer

Existence in Alestria

Predominantly guns are found in the hands of church operatives battling demons at the Savage Divide, having the technology shipped from Tobolsk who share a kindred interest in killing demonic incursions. Through scavenging, hijackings of caravans, or regular trade, guns have also seeped into the Southern Wilds and Dunes of Rust, finding their way into the hands of nobles and outlaws alike. Of course, as the trade capital of Alestria, guns can certainly be found in the markets of Grimhollow from arms dealers and tinkerers who specialize in gunsmithing.

Types of Guns

Firearms are separated into longarms and pistols. They are ranged weapons. To use a firearm, you must also have the firearm proficiency, or proficiency in a specific firearm. Only fighters, rangers and artificers start off with proficiency with firearms by default.

Reloading Firearms

Reloading a firearm takes an action and requires a free hand.

Multiclassing

When you multiclass and put a level into artificer, you additionally gain proficiency in firearms.

Special Cases

Martial Weaponry: Feats, class features or race features that grant a proficiency in a martial weapon of your choice (i.e. Kensei Weapons, Hobgoblin Martial Training, Weapon Master feat) may optionally grant proficiency in a specific firearm instead. Firearms are not otherwise considered simple or martial weapons.
Artificer Infusion Prerequisites: For any prerequisites in artificer infusions that require a simple or martial weapon, a firearm may be chosen instead.
Artificer's Repeating Shot: Based on the wording, it also will circumvent the reload property. Flavor as you wish.
Arcane Weapon Spell: When casting this spell, you may instead choose a firearm you are holding instead of a simple or martial weapon you are holding.

Weapons and ammunition:

Firearms
Name
     Cost Damage        Weight
   Properties
Pistols
   Derringer
   150gp 2d3 piercing       1 lb.
   Ammunition (range 20/60), reload (2)
   Flintlock
     75gp 2d3 piercing       3 lb.
   Ammunition (range 30/120), reload (1)
   Revolver
   500gp 2d3 piercing       4 lb.
   Ammunition (range 30/120), reload (6)
Longarms
   Breech Loader
1,000gp 2d5 piercing     10 lb.
   Ammunition (range 300/600), reload (4), two-handed, heavy
   Repeater
   700gp 2d4 piercing       8 lb.
   Ammunition (range 80/300), reload (8), two-handed
   Pump/Lever shotgun
   800gp 2d4 piercing       7 lb.
   Ammunition (range 30/60), reload (4), spread, two-handed
   Sawed-off shotgun
   500gp 2d5 piercing       4 lb.
   Ammunition (range 15/30), reload (2), spread, two-handed
   Two-barrel shotgun
   500gp 2d5 piercing       8 lb.
   Ammunition (range 30/60), reload (2), spread, two-handed, heavy

Ammunition
Name
Cost Weight
Bullets (1)
 8sp 0.15 lb.
Shells (1)
 1gp   0.2 lb.

Ammunition Types

It is true that in real life different sizes of ammunition exist for different firearms, but for the sake of simplicity for everyone involved, this system will call for just two. Ammunition is divided into two types: bullets and shells. Any firearm that has the spread property requires shells.

Weapon Properties

Ammunition: The ammunition of a firearm is destroyed upon use.
Reload: You can fire a limited number of shots with this weapon before you need to reload.
Spread: When you attack a creature with this weapon at long range, choose another creature within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to a roll of half the weapon's base damage die (i.e. you would roll 1d4 for a 2d4 weapon). The damage is of the same type dealt by the original attack. Note: The disadvantage at shooting at long range still applies.

Crafting

Crafting firearms and ammunition requires smiths tools or tinkerers tools.

Thank you

To Tirion for hashing out mechanics and coding. To the mods for consideration and clarifications (i'm not good at words), and everyone's input and opinions. Couldn't have made this without y'all.
-- Maezer

 

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