Firearms

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Overview

History
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 or Battle Master 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.

Sample Firearms

Weapon Cost Damage Weight Properties
Firearms
Dueling Pistol 200 GP 1d8 piercing 2 lb. Ammunition (range 20/60), loading
Military Pistol 250 GP 1d10 piercing 3 lb. Ammunition (range 30/90), loading
Musket 500 GP 1d12 piercing 10 lb. Ammunition (range 40/120), loading, two-handed
Ammunition
Bullets (10) 3 GP -- 2 lb. --

Explosives

Item Cost Weight
Bomb 100 GP 1 lb.
Powder Keg 250 GP 20 lb.
Powder Horn 35 GP 2 lb.

Descriptions

Dueling Pistol
This weapon's main virtue is that it is easy to conceal, being only 9" long and fairly lightweight. The tradeoff is short range and low damage.
Heavy Pistol
This is a larger, more powerful pistol. It is 1' in length, with a fat barrel. It has longer range and better damage than the dueling pistol.
Musket
A basic rifle, usually between 3' and 4' in length. It has much longer range and better damage than the heavy pistol. It is a two-handed weapon.
Bomb
As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Gunpowder
Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
If it becomes relevant, a Powder Horn contains enough powder to fire 75 times; a powder keg about 1200.

Glossary

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.

Two-Handed: This weapon requires two hands to use.