Having almost finished reading through the core portion of the adventure and working on chapters 5-8, I still have not seen anywhere where in the book it indicates which class(es) can have proficiency with Pistols, or how a character can obtain proficiency with the weapon (Downtime?).
The Content Catalog confirms that Pistols and Smokepowder can be unlocked and purchased.
However, there is nothing to advise about how to acquire proficiency with the weapon. Any updates I have not seen officially on this?
Also, what if a character is not proficient in Smith's tools? What would be the cost to have bullets made?
Any help or direction to official resources would be appreciated.
Travis has confirmed that the DMG rules for Firearms are to be used. That means anyone with Ranged Martial Weapons proficiency can use the Pistols.
Travis WoodallYou needn't be proficient to buy it; only to have unlocked it. But once unlocked, you use the weapon's rules as you would any other weapon.
The intent was that ammunition would also be unlocked for purchase--not just crafting. This will be corrected. #AL_Admin
No answer yet about acquiring bullets without smithing proficiency.
I thought the Dispel Magic aspect was only temporary suppression. I thought damaged smokepowder (from water damage or even dispel maigic) could be 'repaired' during a short rest.
I can't remember where I read that. I'm still also trying to find all the documentation for AL that I should read as a player an possible DM.
The rules in the DMG for firearms proficiency are the following: p267
"PROFICIENCY It's up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn't have such proficiency. During their downtime, characters can use the training rules in the Player 's Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use."
Once you have achieved proficiency they are listed under Ranged Martial Weapons on p268. If someone said "use the rules in the DMG" then the citation on proficiency is above and I would think some clarification would be needed if they meant something else.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
No, as far as I know. This question came up at a session of AL a few months ago and the DM ruled that Crossbow Master does not apply to firearms. He said he was confident that this was a correct AL judgement and not well-reasoned DM fiat.
Can you buy firearms in season 9 adventure league?
As far as I know, No.
The only place I am aware of to acquire an AL legal firearm is by playing one particular season of Waterdeep: Dragon Heist in which it is possible to find a pistol that the characters can keep. Obtaining the pistol allows the character to purchase (or if they are a smith manufacture) bullets as well as purchase the needed smokepowder.
Quote with spoiler from Content catalog 9.02
Chapter 7. Maestro’s Fall The following guidance applies:
Areas of the Ships: This area is modified as follows: J16. Armory Safe (Eyecatcher Only). While the pistols use a magical substance to work, they are mundane items thus there are only the three listed available for the characters to divide among themselves.
Pistols and Smokepowder Firearms are an oddity in Faerûn and can't be crafted or sold. Black powder doesn’t function in Faerûn, so smokepowder must be used instead. Additionally, a character keeping one of these pistols can purchase bullets from the DMG. Alternatively, character proficient in smith's tools can craft bullets using the rules in the PHB.
Smokepowder Packet Wondrous item, uncommon This magical explosive is used to propel a bullet out of the barrel of a firearm. It is stored in tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. Casting dispel magic on smokepowder renders it permanently inert.
A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder for 50 gp by a character. Any quantity of smokepowder counts as one single permanent magic item towards your magic item limit. Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc).
Having almost finished reading through the core portion of the adventure and working on chapters 5-8, I still have not seen anywhere where in the book it indicates which class(es) can have proficiency with Pistols, or how a character can obtain proficiency with the weapon (Downtime?).
The Content Catalog confirms that Pistols and Smokepowder can be unlocked and purchased.
However, there is nothing to advise about how to acquire proficiency with the weapon. Any updates I have not seen officially on this?
Also, what if a character is not proficient in Smith's tools? What would be the cost to have bullets made?
Any help or direction to official resources would be appreciated.
Thanks!
Travis has confirmed that the DMG rules for Firearms are to be used. That means anyone with Ranged Martial Weapons proficiency can use the Pistols.
Travis Woodall You needn't be proficient to buy it; only to have unlocked it. But once unlocked, you use the weapon's rules as you would any other weapon.
The intent was that ammunition would also be unlocked for purchase--not just crafting. This will be corrected. #AL_Admin
No answer yet about acquiring bullets without smithing proficiency.
Remember, a Dispel Magic aimed in your general direction will make all your Smoke Powder useless.
I thought the Dispel Magic aspect was only temporary suppression. I thought damaged smokepowder (from water damage or even dispel maigic) could be 'repaired' during a short rest.
I can't remember where I read that. I'm still also trying to find all the documentation for AL that I should read as a player an possible DM.
V/R
IT
The rules in the DMG for firearms proficiency are the following: p267
"PROFICIENCY
It's up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn't have such proficiency. During their downtime, characters can use the training rules in the Player 's Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use."
Once you have achieved proficiency they are listed under Ranged Martial Weapons on p268. If someone said "use the rules in the DMG" then the citation on proficiency is above and I would think some clarification would be needed if they meant something else.
From page 192 of Dragon Heist, -
Cool thanks for the clarification. I definitely like that interpretation rather the stuff I was mis-remembering.
I have 2 ideas on how to get proficiency with the pistol.
~ Feat. Weapons Master - You gain proficiency in 4 weapons of your choice.
~Hobgoblin. Martial Trainin'.. You are proficient with two martial weapons of your choice and with light armor.
Is there a firearms feat that’s a copy of crossbow master?
No, as far as I know. This question came up at a session of AL a few months ago and the DM ruled that Crossbow Master does not apply to firearms. He said he was confident that this was a correct AL judgement and not well-reasoned DM fiat.
IT
The second benefit of Crossbow Expert would work for firearms, as it does for all ranged attacks, spells included.
The first and third benefits specifically say "crossbow" so they would not work.
I'm referring to the Firearm Specialist feat, which is in DnD Beyond.. whatever good that is.
https://www.dndbeyond.com/feats/firearm-specialist
Can you buy firearms in season 9 adventure league?
As far as I know, No.
The only place I am aware of to acquire an AL legal firearm is by playing one particular season of Waterdeep: Dragon Heist in which it is possible to find a pistol that the characters can keep. Obtaining the pistol allows the character to purchase (or if they are a smith manufacture) bullets as well as purchase the needed smokepowder.
Quote with spoiler from Content catalog 9.02
Chapter 7. Maestro’s Fall
The following guidance applies:
Areas of the Ships: This area is modified as follows:
J16. Armory Safe (Eyecatcher Only). While the pistols use a magical substance to work, they are mundane items thus there are only the three listed available for the characters to divide among themselves.
Pistols and Smokepowder
Firearms are an oddity in Faerûn and can't be crafted or sold. Black powder doesn’t function in Faerûn, so smokepowder must be used instead. Additionally, a character keeping one of these pistols can purchase bullets from the DMG. Alternatively, character proficient in smith's tools can craft bullets using the rules in the PHB.
Smokepowder Packet
Wondrous item, uncommon
This magical explosive is used to propel a bullet out of the barrel of a firearm. It is stored in tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. Casting dispel magic on smokepowder renders it permanently inert.
A character that keeps one of the firearms found here, can thereafter purchase packet of smokepowder for 50 gp by a character. Any quantity of smokepowder counts as one single permanent magic item towards your magic item limit. Smokepowder isn’t suitable for any purpose other to fire this weapon (i.e. NO explosives may be crafted, etc).
As of Tasha's there is! Its called Gunner