Firearms in Rhye
The advent of Rosepowder, made through a long refining process of the extract of the Ashrose flower, allowed for cannons to be invented and used in battle. However, many tinkerers around the world had discovered that certain mechanisms could scale the power of a cannon down to be used by foot soldiers. The use of hand firearms however has been restricted to individuals and small groups, as the low range and high price of most firearms proves to be less than adequate for armies. Though this has not restricted gunmen and women with the wealth and time to learn the art of using a firearm to become proficient in it, and become a lethal force in battle. Typical people who are found with firearms are nobles, wealthy traders, mercenaries, pirates and most notably, adventurers.
Firearm Rules
Loading and Reloading
Loading a firearm requires loading Rosepowder and shot. For simplicity, 1 lb. of Rosepowder is considered to have 180 charges. Every light firearm requires 1 charge to fire, every two-handed firearm requires 2 charges to fire, and every siege firearm requires 45 charges to fire. All firearms require 1 shot to fire.
If you are not proficient in firearms, you can spend an action loading the powder and shot into the firearm
If you are proficient in firearms, you can spend a bonus action loading the powder and shot into the firearm
Attacks and Damage
Firearms use your Dexterity(DEX) modifier for attack rolls, and Dexterity(DEX) + Proficiency if you are proficient in firearms.
Unlike normal weapons in 5th edition, there are no modifiers added to the damage of a firearm.
Unusual Firearm Properties
Firearms have different quirks and qualities that set them apart from typical weaponry.
Spread: Fires in a cone shape according to the range. Deals full damage at the center of the cone, and half damage at the edges.
Unwieldy: Requires a Strength(STR) score of 16 to shoot standing up without disadvantage. Can be shot without disadvantage if prone.
Fuse: Requires a lit fuse to fire. Does not function in the rain.
Siege: Requires 3 actions and a method of lighting a fire to shoot
- Loading the powder
- Loading the shot
- Lighting the fuse
Firearms
Matchlock Pistol
ranged weapon (firearm)
Damage: 2d6
Damage type: Piercing
Properties: Ammunition, Light, Fuse
Range: 30/60
Weight: 3 lbs.
Price: 50 Gp
Flintlock Pistol
ranged weapon (firearm)
Damage: 2d6
Damage type: Piercing
Properties: Ammunition, Light
Range: 30/60
Weight: 3 lbs.
Price: 75 Gp
Wheellock Pistol
ranged weapon (firearm)
Damage: 2d6
Damage type: Piercing
Properties: Ammunition, Light
Range: 40/80
Weight: 3 lbs.
Price: 125 Gp
Musket
ranged weapon (firearm)
Damage: 2d8
Damage type: Piercing
Properties: Ammunition, Two-handed, Heavy
Range: 60/100
Weight: 10 lbs.
Price: 100 Gp
Blunderbuss
ranged weapon (firearm)
Damage: 2d10
Damage type: Piercing
Properties: Ammunition, Two-handed, Spread
Range: 15/30
Weight: 7 lbs.
Price: 100 Gp
Long Barrel Musket
ranged weapon (firearm)
Damage: 2d12
Damage type: Piercing
Properties: Ammunition, Two-handed, Heavy, Unwieldy
Range: 100/150
Weight: 25 lbs.
Price: 400 Gp
Cannon
ranged siege weapon (firearm)
Damage: 8d10
Damage type: Bludgeoning
Properties: Ammunition, Siege, Fuse
Range: 600/2,400
Weight: 1,200 lbs.
Price: 3000 Gp
Ammunition Prices
Name | Price |
---|---|
1 lb. Rosepowder | 12 Gp |
Steel Shot (20) | 2 Gp |
Blunderbuss Steel Shot (20) | 2 Gp |
Cannonball | 20 Gp |