So, I was working on some weapon and armor modifications for D&D. I am running a campaign in a Victorian/ Dishonored vibe setting. I disliked the DMG rules for more modern weapons, so I decided to make my own Victorian-era weapons. I am no historian or gun nut, so don't expect historically accurate weapons. I wanted to share these so your players could use these in your own campaign. This is still a work in progress, and I will be updating it. Also, a couple things to mention about the new weapons and enhancements:
I was not super specific in my descriptions, so if you need clarification just let me know in the thread.
I did not include weight, because I personally never have my players constantly track the weight of all their items.
Explosives
Name
Cost
Damage
Description
Molotov cocktail
200gp
3d6 fire
Throwing range (60ft), radius (15ft sphere), save for avoid damage (DC 10 Dex)
Gunpowder Grenade
200gp
3d6 piercing
Throwing range (60ft), radius (15ft sphere), save for avoid damage (DC 10 Dex)
Smoke Grenade
300gp
None
Throwing range (60ft), radius (15ft sphere), special (after one round, it creates a heavily obscured area for two turns where it landed. Effect can be eliminated after one round, if there is a strong wind)
Shrapnel Mine
200gp
3d6 piercing
Radius (15ft sphere), detection (DC 10 Wis perception check) save for avoid damage (DC 10 Dex), special (on a failed save, movement is halved until the creature takes a short/long rest)
Ammunition
Name
Cost
.22 caliber bullets (20)
1gp
.40 caliber bullets (20)
1gp
Shotgun shell (20)
2gp
Fuel Cartridge (20)
2gp
Armor Modifications
Name
Cost
Description
Requirements
Bullet Proof Weave
x.50 original armor price
AC increases by 1 against ranged attacks, AC decreases by 1 against melee attacks
None
Increased Leg Support
x.75 original armor price
Fall damage is halved (does not stack with other feats or similar enhancements)
None
Decreased Detectability
x.75 original armor price
No disadvantage on stealth checks from armor, AC -2
Heavy armor
Weapon Holster
x.25 original armor price
You gain a +1 to initiative rolls
None
Light Weave
x.75 original armor price
The strength requirement is no longer needed to use the armor
None
Weapon Modifications
Name
Cost
Description
Requirements
Increased Pistol Ammo
x1.50 original weapon price
Loses loading property, gains reload property (6)
Weapon is a pistol
Increased Rifle Ammo
x1.50 original weapon price
Loses loading property, gains reload property (6)
Weapon is a rifle
Rifle Bayonet
x.75 original weapon price
You can make a melee attack with this weapon (1d8 piercing damage), range is reduced (-50/ -300)
Weapon is a rifle
Increased Flamer Damage
x.50 original weapon price
Weapon die increased to 1d10
Weapon is an industrial flamer
Increased Flamer Range
x.25 (+.25 per stack) original weapon price
Weapon range increased by (+30/+30)
Weapon is an industrial flamer, effects can be stacked until range is (120/150)
Increased Blast Radius
x.50 (+.25 per stack) original weapon price
Radius of the explosive is increased by 15ft
Must be an explosive, effects can be stacked up to 60ft
Increased Blast Timing
x.50 (+.25 per stack) original weapon price
DC saving throw of the explosive is increased by 5
Must be an explosive, effects can be stacked up to DC 20
Unavoidable Blast
x.25 original weapon price
Creatures that succeed the saving throw to avoid the grenade take half damage instead of no damage.
Must be an explosive
Increased Blast Damage
x.50 original weapon price
Damage of the explosive is increased by 1d6
Must be an explosive
Decreased Mine Detectability
x.50 (+.25 per stack) original weapon price
DC detection check of the mine is increased by 5
Must be a mine, effects can be stacked up to DC 20
Increased Smoke Duration
x.50 (+.25 per stack) original weapon price
The smoke grenade lasts one extra turn
Must be a smoke grenade, effects can be stacked up to two extra turns
Hobbit Craftsmanship
x.75 original weapon price
Tiny-small creatures can use the weapon without disadvantage, the weapon is used with disadvantage by creatures larger than small
Price is high on some of those items, but I don't have any real issues with price. A molatove cocktail is basically a flask of oil with a burning rag in it.
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So, I was working on some weapon and armor modifications for D&D. I am running a campaign in a Victorian/ Dishonored vibe setting. I disliked the DMG rules for more modern weapons, so I decided to make my own Victorian-era weapons. I am no historian or gun nut, so don't expect historically accurate weapons. I wanted to share these so your players could use these in your own campaign. This is still a work in progress, and I will be updating it. Also, a couple things to mention about the new weapons and enhancements:
Explosives
Name
Cost
Damage
Description
Molotov cocktail
200gp
3d6 fire
Throwing range (60ft), radius (15ft sphere), save for avoid damage (DC 10 Dex)
Gunpowder Grenade
200gp
3d6 piercing
Throwing range (60ft), radius (15ft sphere), save for avoid damage (DC 10 Dex)
Smoke Grenade
300gp
None
Throwing range (60ft), radius (15ft sphere), special (after one round, it creates a heavily obscured area for two turns where it landed. Effect can be eliminated after one round, if there is a strong wind)
Shrapnel Mine
200gp
3d6 piercing
Radius (15ft sphere), detection (DC 10 Wis perception check) save for avoid damage (DC 10 Dex), special (on a failed save, movement is halved until the creature takes a short/long rest)
Ammunition
Name
Cost
.22 caliber bullets (20)
1gp
.40 caliber bullets (20)
1gp
Shotgun shell (20)
2gp
Fuel Cartridge (20)
2gp
Armor Modifications
Name
Cost
Description
Requirements
Bullet Proof Weave
x.50 original armor price
AC increases by 1 against ranged attacks, AC decreases by 1 against melee attacks
None
Increased Leg Support
x.75 original armor price
Fall damage is halved (does not stack with other feats or similar enhancements)
None
Decreased Detectability
x.75 original armor price
No disadvantage on stealth checks from armor, AC -2
Heavy armor
Weapon Holster
x.25 original armor price
You gain a +1 to initiative rolls
None
Light Weave
x.75 original armor price
The strength requirement is no longer needed to use the armor
None
Weapon Modifications
Name
Cost
Description
Requirements
Increased Pistol Ammo
x1.50 original weapon price
Loses loading property, gains reload property (6)
Weapon is a pistol
Increased Rifle Ammo
x1.50 original weapon price
Loses loading property, gains reload property (6)
Weapon is a rifle
Rifle Bayonet
x.75 original weapon price
You can make a melee attack with this weapon (1d8 piercing damage), range is reduced (-50/ -300)
Weapon is a rifle
Increased Flamer Damage
x.50 original weapon price
Weapon die increased to 1d10
Weapon is an industrial flamer
Increased Flamer Range
x.25 (+.25 per stack) original weapon price
Weapon range increased by (+30/+30)
Weapon is an industrial flamer, effects can be stacked until range is (120/150)
Increased Blast Radius
x.50 (+.25 per stack) original weapon price
Radius of the explosive is increased by 15ft
Must be an explosive, effects can be stacked up to 60ft
Increased Blast Timing
x.50 (+.25 per stack) original weapon price
DC saving throw of the explosive is increased by 5
Must be an explosive, effects can be stacked up to DC 20
Unavoidable Blast
x.25 original weapon price
Creatures that succeed the saving throw to avoid the grenade take half damage instead of no damage.
Must be an explosive
Increased Blast Damage
x.50 original weapon price
Damage of the explosive is increased by 1d6
Must be an explosive
Decreased Mine Detectability
x.50 (+.25 per stack) original weapon price
DC detection check of the mine is increased by 5
Must be a mine, effects can be stacked up to DC 20
Increased Smoke Duration
x.50 (+.25 per stack) original weapon price
The smoke grenade lasts one extra turn
Must be a smoke grenade, effects can be stacked up to two extra turns
Hobbit Craftsmanship
x.75 original weapon price
Tiny-small creatures can use the weapon without disadvantage, the weapon is used with disadvantage by creatures larger than small
Must have the heavy property
Weapons
Name
Cost
Damage
Properties
Hunting Rifle
50gp
1d8 piercing (.22 caliber)
Ammunition (range 100/400), loading, heavy, two-handed
Gunpowder Rifle
75gp
1d10 piercing (.40 caliber)
Ammunition (range 150/600), loading, heavy, two-handed
Flintlock Pistol
75gp
1d6 piercing (.22 caliber)
Ammunition (range 30/120), loading, light
Double-barrel Shotgun
100gp
2d6 piercing (shotgun shell)
Ammunition (range 30/60), reload (2), heavy, two-handed
Industrial Flamer
100gp
1d8 fire (fuel cartridge)
Ammunition (range 30/60), loading, heavy, two-handed
Price is high on some of those items, but I don't have any real issues with price. A molatove cocktail is basically a flask of oil with a burning rag in it.