The matchlock musket’s match makes it unsuited to heavy moisture, and a matchlock musket will also foul on a natural 1, requiring a round to service.
Double barreling increases the weight of a pistol to 5lb, of a blunderbus and carbine to 8lb, and of a musket or rifle to 18lb. It removes the light quality from the pistol, makes the medium weapons heavy, and gives the musket and rifle a strength requirement of 13+. It also doubles the price. The carbine can be used as a club in melee, the other guns are considered improvised weapons.
Powder Horn (30 shots), 2lb, 3gp
Lead Bullets (30 shots), 15sp; a single silver bullet costs the same
12 Cartridges (made of greased paper), 2gp for lead balls, 20gp for silver
(In the event that gold vulnerability was a thing, expect about 15gp the bullet)
Ranges are still in questioning, snaplocks will probably give a one round reduction to slow loading.
Light Crossbow proficiency = Pistol, Carbine and Blunderbus
Revisions to Starting Packs
Any instance of Light Crossbow becomes Pistol and 12 cartridges
Cleric and Fighter’s Chain Mail options are reduced to Jack of Plates (refluffed Scale)
Cleric, Sorcerer, and Warlock’s crossbow options become Pistol and 12 cartridges
Rogue can trade the Shortbow for a pistol, Fighter and Ranger can trade the longbow for a Musket, Paladin can use one of his Martial slots for the same.
Please leave the '(5e Equipment)' identifier in the page title when making creating your new equipment! Weapons which are statistically identical or extremely similar to first-party weapons should go on Weapon Alternatives (5e Other), not here. Roll20 Marketplace Gets a Makeover! Find what you're looking for with a sparkling new UI and filters that make your search easy! Firearms as presented in the Dungeon Master's Guide are very similar to other weapons; however, many believe that they should be entirely different so that they carry the true weight of their potential. This variant attempts to bring risk and reward back into pre-modern firearms. 5 days ago I've been thinking about how to use 5E in a modern setting - after all, there was that ill-conceived never-seen-again Modern Magic thing in Unearthed Arcana, and of course the DMG has rules for guns (and laser guns, for that matter).
< Gunslinger Handbook (3.5e Sourcebook)
1How to Use Guns
1.4Magic Firearms
How to Use Guns[edit]
This chapter will present the rules for firing and reloading firearm weapons, as well as variant rules for some different weapon types.
Firing and Reloading[edit]
https://signsrenew716.weebly.com/download-mozilla-firefox-mac.html. Firing a firearm is not unlike attacking with any other ranged weapon. Many firearms tend to be extremely accurate, however, and often ridicule most armors. When firing a firearm, if the targeted creature is within half of your first increment you gain a +2 bonus on your attack roll and damage roll. As long as you are in the first increment, you add your dexterity modifier to damage. This effect does not stack with any other effect that adds your Dexterity modifier to damage rolls, but does stack with the bonus damage from being within half of your first range increment.
Reloading a firearm is based on your base attack bonus. The higher it is, the easier it is to reload. A firearm usually need to be reloaded after every shot. A character without proficiency with the firearm he is trying to reload counts as having a base attack bonus 4 points lower.
A character with a base attack bonus of +0 reloads a firearm as a full-round action that provokes attack of opportunity.
A character with a base attack bonus of +1 reloads a fire arm as a move action that provokes attack of opportunity.
A character with a base attack bonus of +3 no longer provokes an attack of opportunity for reloading.
A character with a base attack bonus of +6 may reload a fire arm as a swift action or as an attack action (reloader's choice).
A character with a base attack bonus of +11 may reload a firearm as a part of an attack action.
Some gun are slow and tedious to reload, these weapons are denoted as 'slow' and are one action slower to reload (up to a maximum of full-round).
Revolvers, Lever and Bolt Action[edit]
Many more advanced firearms have much more sophisticated reloading mechanisms and/or fire multiple times before requiring to be reloaded.
A weapon like a revolver may fire a great number of shot before being reloaded, the number of times it can be fired before being reloaded is noted on the particular firearm entry.
A weapon with a lever-action or bolt action mechanism is much easier to reload and may chamber many shots, these weapon are denoted as 'rapid'. To represent the sheer superiority and simplicity of these mechanisms, the following rules apply for any of such weapons:
Remove any penalties associated with the lack of proficiency when reloading.
Reloading with proficiency is one action faster (full-round to move, move to swift/attack a swift/attack to part of an attack action to free action).
Some weapons are incredibly accurate, allowing the firer to place critical shots easier. Such weapon will be denoted as 'accurate' and deal 1.5x dexterity modifier damage instead of normal dexterity modifier to damage within the first range increment.
D&d 5e Dmg Guns
Shotgun Fun[edit]
Some weapons are not known for their accuracy, but are incredibly devastating in close combat. Such weapons, like shotguns, do not gain the normal +2 attack and damage bonus within half of the first increment. Instead, they deal twice weapon damage. No other damage modifier is multiplied, including extra damage from critical hits. So a weapon with the 'shotgun' property that deals 1d8 damage would deal 2d8 damage within the first increment.
Magic Firearms[edit]
For all intents and purposes, a firearm is enchanted like any other ranged weapon. However, I took the liberties of adding a few unique enhancements for all of our aspiring gunslingers:
Some weapons in many setting have an incredibly unrealistic failure rate, failing or breaking with a 5% chance each shot is unforgivable. The following variant rule will emulate a much less hassling misfire rule.
Dmg 5e Guns For Sale
When you roll a natural 1, there is 10% chance that the gun jams. To unjam a gun it requires the same action as it would require you to reload your weapon.
When you roll a natural 1, there is a 5% chance that it deals a single point of damage to your weapon.
A weapon that is not at full hit point is more dangerous, thus it misfires on a 1 and 2 instead of simply natural 1.
If you clean and maintain your gun frequently with a good quality gun cleaning kit, reroll any gun jam and gun damage misfire. Keep the best roll.
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D&d 5e Guns Dmg
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