Firearms: Difference between revisions

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==Overview==
==Overview==
;Expense:Firearms have only recently been introduced to the world of Crescent, courtesy of a top secret [[Gnomish Ministry of Engineering|Ministry]] research project in [[Ferrodyne]] (where else?), with cooperation and additional design from [[Inspector Firehammer]], in the [[City-State of Haven]]. They are expensive, rare, and very unusual.
;Expense:Firearms have only recently been introduced to the world of Crescent, courtesy of a top secret [[Gnomish Ministry of Engineering|Ministry]] research project in [[Ferrodyne]] (where else?), with cooperation and additional design from [[Inspector Firehammer]], in the [[City-State of Haven]].  
:A kit for the cleaning and care of a Firearm will cost 5 GP, and one must be purchased for each type of firearm owned.
 
;Proficiency
;Proficiency
:The ability to use firearms (pistols and muskets) is dependent upon the character possessing the martial firearms proficiency. This covers the basics of cleaning, reloading, and using firearms.  
:The ability to use firearms (pistols and muskets) is dependent upon the character possessing firearms proficiency.  
: The following folks have the martial firearms proficiency: [[Artificer|Artificers]], [[Cleric|Clerics]] with the Forge or War domain, [[Fighter|Fighters]] of the Champion martial archetype, [[Ranger|Rangers]] of the Hunter, Gloomstalker, and Monster Slayer archetype, and [[Rogue|Rogues]] of the Swashbuckler archetype. [[Soulforged]] also have martial firearms proficiency.
: Firearms are a separate class from '''simple''' and '''martial''' weapons.
: The following folks have proficiency in firearms automatically: [[Artificer|Artificers]], [[Cleric|Clerics]] with the Forge or War domain, [[Fighter|Fighters]] of the Champion martial archetype, [[Ranger|Rangers]] of the Hunter, Gloom Stalker, or Monster Slayer archetype, and [[Rogue|Rogues]] of the Swashbuckler archetype. [[Soulforged]] also have firearms proficiency.
===Feats===
; Firearms Proficiency
: You have practiced extensively with firearms, gaining proficiency with them.
; Firearms Expert
: ''Prerequisite: Proficiency with firearms''
: You ignore the loading quality of firearms with which you are proficient.
: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
: When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding.
 
===Firearms===
 






'''Loading''': Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.




[[Category: Weapons]]
[[Category: Weapons]]

Revision as of 21:09, 12 December 2023

Overview

Expense
Firearms have only recently been introduced to the world of Crescent, courtesy of a top secret Ministry research project in Ferrodyne (where else?), with cooperation and additional design from Inspector Firehammer, in the City-State of Haven.
Proficiency
The ability to use firearms (pistols and muskets) is dependent upon the character possessing firearms proficiency.
Firearms are a separate class from simple and martial weapons.
The following folks have proficiency in firearms automatically: Artificers, Clerics with the Forge or War domain, Fighters of the Champion martial archetype, Rangers of the Hunter, Gloom Stalker, or Monster Slayer archetype, and Rogues of the Swashbuckler archetype. Soulforged also have firearms proficiency.

Feats

Firearms Proficiency
You have practiced extensively with firearms, gaining proficiency with them.
Firearms Expert
Prerequisite: Proficiency with firearms
You ignore the loading quality of firearms with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding.

Firearms

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.