Black Powder; Guns in the Fractured Lands

by swordwielder

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Black Powder

"Take this,' Gunthar grunted, passing me a small leather bag
of powder, 'and rub it on your forearm.' I grabbed some of the powder, letting it slip through my curled fingers. I rubbed it on slowly, but at Gunthar's indication, pressed it harder. With a sudden shock, and a cry of pain, I saw that the powder absorbed into my skin, my forearm veins suddenly becoming black. It felt strange, but the pain subsided and was replaced with a numb sensation.
     'Now,' Gunthar said, a smile breaking from his sun-cracked face, 'you are ready to fire a flintlock."

             -- A Crimson Insurgent's journal

Black powder is a strange magical powder first created by Pontius Velum, a war engineer who wished to replicate the powder used by the Great Cannons of the Giants in the Byoter Ord War. The Great Cannons used a mixture of charcoal, sulfur and divine magic, so the humans attempted to follow this recipe and replace the divine magic with the arcane magic they had learned from the Archons.

This succeeded, and allowed for humans to fire hand cannons that would eventually be dubbed "flintlocks." It does, like all arcane magic, come with a corrupting cost: to use the powder, it must be applied to the skin, where it is absorbed in the veins . Though this process has been refined, the cost is still severe, with flintlock users losing functionality of their arm after a lifetime of use. This could be after ten, twenty or even thirty years of use, but once it happens, only the use of a greater restoration spell can restore the use of the arm.

Using Black Powder

Regardless of how long someone has used black powder, the pain upon application is still the same. Whenever a character attempts to load their weapon of choice, they must also apply the black powder. When the black powder is applied, it deals 3 (1d6) piercing damage as it is absorbed into their veins. Applying the black powder is considered to be part of the reloading action or bonus action of the gun. The amount of shots that the black powder can grant varies from weapon to weapon, and can be seen in brackets beside the Reload quality. It is also required for the character to have the Spellcasting or Pact Magic class features in order for them to fire these weapons.

Restoration Era Black Powder

Though it was invented around three thousand years prior to the Restoration Era, where the Fractured Lands Setting is placed, these weapons still appear in the setting. Certain organizations, such as the Cult of the Immortal Steel or the Crimson Insurgents have found older models of these weapons and powder, and updated them to be applicable in the modern era.

The weapons on the table are split into Arcanum Age and Restoration Era, with Restoration Era weaponry tending to be a bit stronger. Consult your DM before attempting to use any weaponry that isn't from the Era that your game takes place in. It may be that your character could invent one of the weapons that is from the Restoration Era while in an Arcanum Age campaign, or it could be that your character found an old Arcanum Age weapon in the Restoration Era.

Firearms

Arcanum Age Firearms
Name Cost Damage Weight Properties
Pistol 125 gp 1d10 bludgeoning 10 lbs. Light, Reload (1), Range (60/240), Misfire (1)
Musket 145 gp 1d12 bludgeoning 15 lbs. Two-Handed, Reload (1), Range (200/800), Misfire (1-2)
Rifle 170 gp 2d6 piercing 12 lbs. Two-Handed, Reload (1), Range (250/1000), Misfire (1-3)
Dueling Pistol 110 gp 2d4 bludgeoning 11 lbs. Light, Reload (1), Range (30/120), Misfire (1-2)
Restoration Era Firearms
Name Cost Damage Weight Properties
Double-Barrel Pistol 165 gp 1d10 bludgeoning 12 lbs. Light, Reload (2), Range (30/120), Multishot, Misfire (1-4)
Musket 180 gp 1d12 bludgeoning 18 lbs. Two-Handed, Reload (6), Range (175/700), Misfire (1-3)
Rifle 250 gp 2d8 piercing 16 lbs. Two-Handed, Reload (1), Range (250/1000), Misfire (1-4)
Multi-Barrel Pistol 200 gp 1d6 bludgeoning 13 lbs. Light, Reload (6), Range (25/100), Misfire (1-5), Spreadshot
Magewright Pistol 350 gp 1d10 bludgeoning 9 lbs. Light, Reload (4), Range (50/200), Channeler, Misfire (1)
Magewright Rifle 425 gp 1d12 bludgeoning 11 lbs. Two-Handed. Reload (3), Range (200/800), Channeler, Misfire (1)

Firearm Properties

There are certain properties that are only applicable to firearms in the setting, and are listed below. These properties are subject to change based on what the Dungeon Master prefers, as well as for the overall balance of the game. Any properties that are not mentioned here can be found either in the Player's Handbook or the Dungeon Master's Guide on page 268.

Channeler

Magewright weapons, and other weapons that use ivory in their creation, are able to hold the focus of a caster. This weapon is considered an arcane focus for the caster, and once per short or long rest, the caster can channel a spell with a level equal to or lower than their proficiency bonus (maximum 5) through the weapon with a spell attack. If the attack misfires, the caster takes 1d4 necrotic damage times the level of the spell. When channeling through the weapon, the caster choose to use the range of the weapon as opposed to the spell's range when determining the distance of the spell.

Misfire

Sometimes, the black powder backfires when the musket is fired. When a character wielding a gun rolls a number within the range stated beside the misfire quality, they fail their shot and lose any remaining shots they have with the weapon. As well, they take 2 (1d4) necrotic damage as their veins are overloaded by black powder. In order to use their weapon, they must then take the Reload action in order to use their weapon again.

Multishot

Weapons with Multishot, by holding down the trigger, are able to unleash all of the shots loaded into it simultaneously. As a part of the attack action, a player can declare Multishot. If they do, they fire at disadvantage. If they hit, they deal damage equal to the damage of the weapon multiplied by the amount of shots remaining in the gun, and expend all shots in their gun, requiring them to take a Reload action before they can fire again. A misfire during a Multishot deals 1d4 necrotic damage times the amount of shots that would have been fired. Multishot must be done at the weapons lowest range

E.g: Billy wants to use multishot with his Multi-Barrel Pistol. He declares his multishot, and finds his target within 25 ft, as he must use the lowest range on his weapon. He has 5 shots remaining in his gun. He rolls with disadvantage, and rolls a 16 and a 6. With his +7 to hit, he still manages to hit the bandit, and deals 5d6 (dice*number of shots left) to the bandit. He must now reload his weapon if he wants to fire it again this turn.

E.g. 2: Unlucky Uther wants to use multishot with his Double-Barrel Pistol. He declares his multishot, and finds his target within 30 ft. He has both shots in his gun. Uther rolls with disadvantage and rolls a 4 and a 20, but with disadvantage this means he is within his misfire range. Because he has both bullets in the gun, he takes 2d4 necrotic damage, and loses one of his attack actions for the turn. He must now reload his weapon if he wants to fire it again.

Firearms in the Arcanum Age

In the Arcanum Age, Humans had to compete with the Firbolg's life magic and the Elves' superhuman agility during the War of Life. The only option that humans had was using the arcane magic of the Archons in unique ways, creating the first Black Powder. Once the process was stabilized, these weapons became the arms of all warriors during the war, as they were relatively easy to manufacture using magic and dealt significant damage from long ranges.

These weapons were always single barrel and loaded from the muzzle, and tended to be created in a form-over-function methodology. As the War of Life could have meant the eradication of humans, there was no time to create higher quality or masterwork quality versions of these weapons. After the War of Life ends, these weapons were destroyed or hidden, meaning few survived until the Restoration Era.

Firearms in the Restoration Era

That doesn't mean that none survived, however. Ancient firearms from the Arcanum Age were dug up when Therendor was built upon the ruins of a dwarven city. Like any inventor would, once they discovered how the weapon worked, they began work on improving it. Multiple barrels were first proposed by Squeam, great goblin artificer, and breech loading became the standard after artisan engineer Lysbeth invented it. Firearms in the Fractured Lands are created in Therendor, and are now only used by the rich and noble. Firearms are no longer the soldier's weapon; instead, they are most often used in an ornamental fashion.

The revolution of firearms within the noble world has led to a large increase in the amount of duels, especially in places like Kal Hidar. These weapons are also favoured by well-paid hitmen, who are able to use these weapons to deal incredible damage in an instant, but does require them to have a quick means of escape.

Magewright Firearms

Magewright weaponry is a revolutionary leap in the dependency of firearms. Though they tend to be less sturdy than the wooden frames, ivory frames help to stabilize the black powder in the weapon, making them very unlikely to misfire. Ivory also tends to be effective in the channeling of magic, allowing mages to use these weapons as arcane focuses and even to channel certain spells through the weapons. These are the most commonly made weapons, despite their cost, as the groups who use them are often able to find the materials necessary, effectively cutting the cost.

These weapons are incredibly powerful in the right hands, and are the bane of the Barrier Imperium. Thusly, the Barrier Imperium has outlawed their creation in Therendor, as well as outlawing them in the land. This rarely stops them from being created, as though the Barrier Imperium is powerful, it is also incredibly spread out and has difficulty actually enforcing its own laws.

Materials
Name Cost Properties
Bone 30 gp Attachments (1), Misfire (1-4)
Wood 50 gp Attachments (2), Misfire (1-3)
Iron 70 gp Attachments (3), Misfire (1-3)
Steel 110 gp Attachments (3), Misfire (1-2)
Ivory 130 gp Attachments (2), Misfire (1)
Frame
Name Cost Damage Properties
Pistol 1 and 1/2*Material Cost 1d10 bludgeoning Light, Range (30/120), Reload (1)
Musket 2*Material Cost 1d12 bludgeoning Two-Handed, Range (200/800), Reload (1)
Rifle 3*Material Cost 2d6 bludgeoning Two-Handed, Range (250/1000), Reload (2)
Attachments
Name Activation Prerequisites Cost Properties
Accurate Passive None 125 gp +1 bonus to hit
Additional Barrel Active None 150 gp Gives the weapon the Multishot trait, and one additional shot per reload
Channeler Active Ivory Material 175 gp Gives the weapon the Channeler trait
Cumbersome Passive Musket or Rifle Frame -15 gp -5 ft. of movement
Spirited Active (1/short rest) Bone Material 75 gp Once per short rest, may reroll a missed attack
Deadly Active (1/short rest) Ivory or Steel Material, Slow-Firing (without reduction of cost) 225 gp gp Once per short rest, may crit on a 19 or 20
Large Magazine Passive None 75 gp Increase the weapon's reload by one
Masterwork Passive None 300 gp +1 bonus to hit and damage with the weapon, as well as two additional weapon attachments.
Pierce Passive None 250 gp Ignore resistance to the weapon's damage type.
Slow-Firing Passive None -15 gp Can only attack once per round with the weapon
Vicious Passive None 75 gp Roll an additional weapon damage die when getting a critical hit.

Crafting Firearms

In order to create a weapon, the first step is to select a material. The material that you make a firearm out of affects the weapon. Material in this case refers to the frame's material.

The next step is to select a frame, of which there are three types: pistol, musket and rifle. Each of these frames has basic stats attached to them, but can be modified by attachments. The final step is to select the attachments that you wish to add to your weapons.

Materials

Materials dictate how many attachments that the weapon can have, as well as the basis for the misfire rate. The price of materials is multiplied by the frame that you choose, meaning that the prices of the materials is more expensive the better the frame that you decide to use. However, certain attachments require the use of certain materials as a prerequisite, like Ivory being necessary for the Channeling attachment, so choose wisely. Materials may be more expensive and cheaper based on the location and readiness of the items, but these prices are all based on buying them in the Restoration Era from Therendor.

Wood

Considered the 'basic' material to use when making these weapons, Wood material allows for a relatively low misfire rate and multiple attachments. Wood Frames are most commonly used for mass arming of soldiers, like in bandit groups or noble guards.

Bone

Nothing is cheaper than bone, and for good reason. Bone has the highest misfire rate of any weapon, as well as the ability to only have one attachment. Bone is often used by those who have little other options, or by those who wish to use bone in a spiritual way, such as tribesmen or holy warriors.

Ivory

The most expensive material due to being prohibited by the Barrier Imperium, ivory has several upsides to its use: it has the lowest possible misfire rating, it allows for the channeling of magic through it, and it makes the weapon look incredibly high quality. Mages and nobles are most often attracted to these weapons, as these traits make them desirable for those crowds. Ivory weapons are incredibly expensive and therefore quite rare.

Iron

Though not the most conventional material, iron still has its uses. Iron is a cheaper material that is highly modifiable, making it greatly desired by artificers and tinkerers who are okay with a slightly higher misfire rate. Iron is also much easier to find, meaning that several versions of a firearm can be fabricated before it is perfected, making it a great practice material.

Steel

The best alternative to ivory, steel is much more modifiable than ivory while having a relatively low rate of misfires. These weapons are most often used by nobles aligned with the Barrier Imperium, as well as bodyguards or mundane assassins. Steel is most often used to make deadly custom rifles.

Frames

Frames dictate the basic statistics of a weapon, like the damage it deals, the range it has, and the reload quality. Generally, each frame has its use, but be careful with which frame you choose, as the frame multiplies the cost of the material needed to make a weapon. This means that the base cost of a weapon can span from a bone pistol, which is 30 gp, all the way to an ivory rifle, which would cost 390 gold. Regardless of how cheap or expensive these firearms are, they are still quite rare and can only be commissioned from very specialized blacksmiths.

Pistol

The most common of these weapons, pistols are easy to manufacture and create. You would most likely see a criminal boss using a simple wooden one, though nobles favor an ivory pistol as a dueling weapon. The distinct advantage pistols have over other flintlock weaponry is the fact that they only need to be wielded in one hand. This frees up casters to use their other hands for spellcasting, or allows for the use of a shield or alternate weapon during combat.

Musket

Though the musket is seen as the least useful of the frames, that couldn't be further from the truth. Though muskets are not as long ranged as rifles but still need to be wielded in two hands, their cost makes them a much more effective and reasonable purchase than a rifle. As well, the musket does more damage and has a larger range compared to the pistol while being much, much cheaper than a rifle.

Rifles

Rifles are viewed by all who know of them as the creme of the crop of all firearms. Boasting a ludicrous range, high damage, and the ability to start with two bullets in the chamber means that these rifles are often worth their cost. Assassins and bodyguards use these weapons to eliminate their targets at long range, while ivory rifles are favored by the wealthy to show off their wealth and hunt with. When modified with the right attachments, these weapons are amongst the most deadly in all of the Fractured Lands.

Attachments

No firearm is truly customized without at least one attachment. The attachments are what make each gun unique and interesting, both from a mechanical and roleplaying perspective. For most nobles, several accuracy attachments are the default, as they need to make up for their terrible-at-best aim, while snipers and assassins might use a deadly attachment. Attachments are left purposely vague in some of these definitions, as the roleplaying explanation can and should be unique for each custom firearm.

Stackable?

In each of the definitions, one of the pieces of information is whether the attachment is stackable. Simply put, a stackable attachment can be placed on a weapon more than once, with each time the attachment is applied taking up one attachment slot on the weapon. If it is not stackable, it can only be placed on the weapon once. If it is an active attachment and stackable, the rules for how each additional attachment work will be placed in the information.

Accurate

Active: No
Stackable: Yes
Prerequisites: None

While wielding a weapon with accurate, you have a +1 bonus to attack rolls. For every attached accuracy attachment, this bonus increases. For example, if the weapon has three accuracy attachments, the wielder would have a +3 bonus to attack rolls.

Additional Barrel

Active: Yes
Stackable: Yes
Prerequisites: None

Each additional barrel attachment represents the addition of another barrel to the gun. This means that the gun gains an additional shot before it has to reload, and the weapon gains the Multishot trait. To understand how the multishot trait works, please see page 2 of this document.

Channeler

Active: No
Stackable: No
Prerequisites: Ivory Material

The channeler attachment, which can only be applied to an ivory weapon, gives the weapon the channeler trait. To understand how the channeler trait works, please see page 2 of this document.

Cumbersome

Active: No
Stackable: No
Prerequisites: Musket or Rifle frame

The cumbersome quality means that the weapon is too difficult to carry, making your movement speed decrease by five feet.

Spirited

Active: Yes
Stackable: Yes
Prerequisites: Bone Material

The spirited quality allows a user to reroll an attack made with the spirited weapon once per short rest. If the attachment is stacked, the wielder may reload their weapon without taking damage from black powder whenever they set an enemy combatant to zero hit points.

Deadly

Active: No
Stackable: No
Prerequisites: Ivory or Steel Material, Slow-Firing

When a weapon has the deadly attachment, and the wielder rolls a 19, they may choose for that attack to be a critical hit. They may only choose to do so once per turn.

Large Magazine

Active: No
Stackable: Yes
Prerequisites: None

Each time this attachment has applied, the weapon's Reload quality is increased by one.

Masterwork

Active: No
Stackable: No
Prerequisites: None

A masterwork weapon is a piece of perfect craftsmanship. The weapon gains a +1 bonus to hit and damage with the weapon, as well as two additional weapon attachment slots.

Pierce

Active: No
Stackable: No
Prerequisites: None

When a weapon has the piercing quality, it ignores resistances against the weapon damage. This means that for the purposes of resistance, the weapon is considered magical.

Slow-Firing

Active: No
Stackable: No
Prerequisites: None

When a weapon has the slow-firing trait, it may only be fired once per round, no matter how many attack actions the wielder has.

Vicious

Active: No
Stackable: No
Prerequisites: None

When a vicious weapon gets a critical, they roll an additional weapon damage die.

Creating Your Own Firearms

Now that we know the individual pieces required to create a gun, as well as the attachments, we can look at the rules for crafting your own weapons. The process to craft your own weapon takes large quantities of downtime, but these time periods can be adjusted to suit the pace of your campaign.

Step One: Creating the Frame

Once you have gathered enough material to satisfy the gold requirement of creating a gun, you must craft that material into a weapon. For the purposes of simplicity, this check can be made with any crafting tools within reason. The DC for the creation of the frame is as follows:

Material DC
Bone 14
Wood 13
Iron 14
Steel 15
Ivory 16

The crafting of a frame takes a total of two weeks if the character has not crafted a frame before, and one week if the character has experience crafting them. If they fail, they still take up the time required before they can attempt to craft it again.

Step Two: Finishing the Weapon

After the completion of the frame, the rest of the firing mechanisms of the weapon must be completed. The process takes three days to complete, and requires a DC 17 blacksmithing check in order to succeed. If they fail, they waste the time but may try again after the three days are up.

Step Three: Adding Attachments

Adding attachments to a weapon is even more difficult than creating a weapon itself. The process takes one day, and is a DC 18 blacksmithing check. If they fail, they may try again the next day. Each additional attachment increases the crafting DC by one.

Complications

Crafting your own firearm is a loud and very noticeable vocation. If one is noticed by others while they are attempting to craft a gun in the Fractured Lands, numerous complications can arise. For every three days spent working on a weapon, there is a twenty percent chance of a complication, as listed below.

d6 Complication
1 The Barrier Imperium investigate your crafting.
2 A rival blacksmith claims that you are using his design.
3 A noble wishes to commision you to make another gun, and will not take no for an answer.
4 Your knowledge of guns is sought after by an assassin.
5 Citizens near where you work have decided your work is too dangerous.
6 Your tools have been stolen.

Finding Firearms

If you've realized that creating your own custom weapon is as costly as it is time-consuming, finding someone to create it for you is the next best thing. However, finding someone to create these weapons is only a little bit easier. Listed below are some of the places to find these people, though this is by no means a fully comprehensive list, and each GM running the setting will have different ideas of where firearms are available or if they are available at all.

  • Therendor
  • Solaris
  • Esthane

However, one does not simply ask for someone to make them a gun; even in Therendor, if the wrong person overhears about the gun, bad things can and will happen. A player seeking someone to create a gun for the must succeed on a DC 18 Investigation check in order to find someone to create their gun. If they do not succeed on their DC, they may still be able to find the gun, but they will have to deal with a complication.

Complications
d6 Complication
1 The wrong person overheard your request and is threatening the blacksmith.
2 Your line of questioning was followed by the Barrier Imperium, and now they have some questions for you.
3 You found a blacksmith, but he wants to mark up the price on you.
4 You incidentally revealed where a hidden gunsmith was to the world through your search.
5 You find a blacksmith, but he seems less than sane and has said he will put on several "additions" free of charge.
6 Your search causes several unsavory types to trail you so they can take your money and make their own guns.
Unnecessary Complications

Not every complication in these sections is required or even will make sense to every situation. For example, a good chunk of the crafting your own gun complications are removed simply by crafting away from people. Feel free as the DM to choose the most applicable complications or even invent new ones that are better suited for scenario. These are just a few examples of what complications look like.

The Gunsmith

A gunsmith is an artificer that specializes in the creation and customization of firearms, as well as using those customized firearms on the battlefield. Gunsmiths are able to use their weapons as an extension of themselves and their magic. These specialists seek the pinnacle of weapon design, and no one will ever know guns better than a Gunsmith.

Tool Proficiency

When you adopt this specialization, you gain proficiency in Blacksmith's Tools. As well, when you attempt to craft a firearm or ammunition, you may add double your proficiency bonus to the check. You also gain proficiency in firearms.

Gunsmith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Gunsmith Spells
Artificer Level Gunsmith Spells
3rd Hunter's Mark, Magic Missile
5th Find Steed, Melf's Acid Arrow
9th Conjure Barrage, Elemental Weapon
13th Death Ward, Fire Shield
17th Animate Objects, Conjure Volley

Custom Firearm

Beginning at 3rd level, your knowledge of firearms allows you to create one of your own. You may create a custom weapon no more expensive than 300 gold pieces without the usual downtime and crafting DCs. In addition, while wielding a firearm, you gain the following benefits:

  • You can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • At the beginning of an encounter, your weapon is always loaded with one bullet. You must reload as normal after the bullet is expended.

You may choose an additional firearm to gain these benefits with, but you must pay for that weapon yourself or buy both of these weapons within the 300 gold maximum. You may use gold you have earned in your adventures to help purchase guns in combination with the 300 gold budget.

Empowered Bullets

Starting at 3rd level, When you fire a firearm, you are able to interact with the black powder and give the shot extra charge. When you hit a creature with your custom firearm, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Improved Firearm

At 9th level, you further understand your custom weapon and its flaws and advantages. You gain the following benefits while wielding a firearm:

  • Once per short or long rest, you may ignore a Misfire from your custom weapon.
  • You gain one additional infusion that may be applied specifically to your custom firearm.
  • You may magically summon your custom firearm to your hand as a bonus action as long as you are on the same plane as the firearm.

One of a Kind

At 15th level, your weapon is truly unique and can never be replicated by any other Gunsmith. You may add two additional weapon attachments to your custom weapon, even if they pass the threshold of attachments that can be added to the weapon. These attachments are free to add.

Art Credits

"Alkenstar Arms Dealer" by Akeiron
"In the Cliffs" by Crackbag
"The Gunslinger" by Ryan Byl
"Gunslinger by Nick Robles

 

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