Okay, lets be honest. guns are cool. Magic beasts aplenty are also cool. I'm sure you know what I'm getting at. Guns in D&D. It- It's guns in D&D. And no, I'm not just gonna make an AK-47 with no lore-based reason for it to exist whatsoever. I talking arblasts that really emphasis the blast in it; explosive crossbows powered by smokepowder. Boy is this gonna be a lot of fun.
Alchemical Arms
Before we get into the meat of this, lets go over the different properties that these weapons have.
Armament. You can use a weapon that has the armament property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.
Effective Firing Range. An armament that can be used to make a ranged attack has a range in parentheses after the armament property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a the target beyond long range or before normal range, you have disadvantage on the attack roll.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack fails, and the attacker takes half of the weapon's damage. Creatures who use an armament without being proficient take full damage instead.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 reaction to reload, drawing the ammunition from a quiver, case, or other container (you need a free hand to load a one-handed weapon).
Okay, now that we have that all cleared up, we can get to the good stuff: the weapons. Since you can't make tables with this, I'll have to make due. I feel I should mention that all ammunition weighs 1 ½ lb. per batch.
Bayonets. A bayonet can only be placed onto a bowgun if the bowgun is modified to do so. Modifying a bowgun in this way costs 20g worth of materials and 1 hour of work. Once it is modified, the bayonet can be applied. This bayonet will either be a dagger (for pistoles), a shortsword (for harquebuses), a longsword (for muskets), or a greatsword (for gonnes). Once the weapon is applied to the bowgun as a bayonet, then you may use the weapon in conjunction with the bowgun in two-weapon fighting.
Gunpowder. Each bowgun requires gunpowder to shoot. A packet of gunpowder will last one shot; a sack of gunpowder will last all shots in between short rests; a keg of gunpowder will last all shots in between long rests. A packet of gunpowder weighs 1/2 lb. and is worth 1g; a sack of gunpowder weighs 5 lb. and is worth 10g; A keg of gunpowder weighs 50 lb. and is worth 100g. Each one of these can be made with a DC 18 Alchemist's Supplies check, expending half of its worth in materials.
"You can kill the pee dog but you can't kill the dog pee."
-Sun Tzu, The Art of War
Hi, somebody had the username "Kanon" so I had to put "Beyond" after it. Whoever had that username has made a powerful enemy. My Dandwiki account can be found at the link provided. I work on a big ol' campaign setting called Broadbarrel. You should check it out. Peace be with you, punk!
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Okay, lets be honest. guns are cool. Magic beasts aplenty are also cool. I'm sure you know what I'm getting at. Guns in D&D. It- It's guns in D&D. And no, I'm not just gonna make an AK-47 with no lore-based reason for it to exist whatsoever. I talking arblasts that really emphasis the blast in it; explosive crossbows powered by smokepowder. Boy is this gonna be a lot of fun.
Alchemical Arms
Before we get into the meat of this, lets go over the different properties that these weapons have.
Armament. You can use a weapon that has the armament property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.
Effective Firing Range. An armament that can be used to make a ranged attack has a range in parentheses after the armament property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a the target beyond long range or before normal range, you have disadvantage on the attack roll.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack fails, and the attacker takes half of the weapon's damage. Creatures who use an armament without being proficient take full damage instead.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 reaction to reload, drawing the ammunition from a quiver, case, or other container (you need a free hand to load a one-handed weapon).
Okay, now that we have that all cleared up, we can get to the good stuff: the weapons. Since you can't make tables with this, I'll have to make due. I feel I should mention that all ammunition weighs 1 ½ lb. per batch.
Bowgun, Hand (Pistole).
Cost: 50g
Ammo: 2g (15)
Damage: 1d8 Piercing
Weight: 4 lb.
Properties: Armament (Effective Firing Range 5/100), Misfire 1, Reload 1, Light
Bowgun, Light (Harquebus).
Cost: 100g
Ammo: 2g (10)
Damage: 1d10 Piercing
Weight: 7 lb.
Properties: Armament (Effective Firing Range 10/100), Misfire 2, Reload 1
Bowgun, Medium (Musket).
Cost: 200g
Ammo: 3g (10)
Damage: 1d12 Piercing
Weight: 10 lb.
Properties: Armament (Effective Firing Range 20/350), Misfire 3, Reload 1, Two-Handed
Bowgun, Heavy (Gonne).
Cost: 500g
Ammo: 3g (5)
Damage: 2d6 Piercing
Weight: 24 lb.
Properties: Armament (Effective Firing Range 30/500), Misfire 4, Reload 1, Heavy, Two-Handed
Extra Rules
Bayonets. A bayonet can only be placed onto a bowgun if the bowgun is modified to do so. Modifying a bowgun in this way costs 20g worth of materials and 1 hour of work. Once it is modified, the bayonet can be applied. This bayonet will either be a dagger (for pistoles), a shortsword (for harquebuses), a longsword (for muskets), or a greatsword (for gonnes). Once the weapon is applied to the bowgun as a bayonet, then you may use the weapon in conjunction with the bowgun in two-weapon fighting.
Gunpowder. Each bowgun requires gunpowder to shoot. A packet of gunpowder will last one shot; a sack of gunpowder will last all shots in between short rests; a keg of gunpowder will last all shots in between long rests. A packet of gunpowder weighs 1/2 lb. and is worth 1g; a sack of gunpowder weighs 5 lb. and is worth 10g; A keg of gunpowder weighs 50 lb. and is worth 100g. Each one of these can be made with a DC 18 Alchemist's Supplies check, expending half of its worth in materials.
"You can kill the pee dog but you can't kill the dog pee."
-Sun Tzu, The Art of War
Hi, somebody had the username "Kanon" so I had to put "Beyond" after it. Whoever had that username has made a powerful enemy. My Dandwiki account can be found at the link provided. I work on a big ol' campaign setting called Broadbarrel. You should check it out. Peace be with you, punk!