The Dead Wars
Ease of use and penetration power make firearms the dominant weapons of this campaign setting. What follows is a more complex version of the firearms rules presented by the Dungeon Masters Guide.
Firearms as Starting Equipment
Where the equipment list from a class allows for a light crossbow, shortbow, or the choice of any “simple weapon,” the player may instead select a dragon, derringer, or pistol. Where the equipment list from a class allows for a longbow or the choice of any “martial weapon,” the player may instead select a blunderbuss or musketoon. Each such selection of a firearm comes with an ammunition pouch and 20 cartridges of ball or shot.
Firearms used at normal range are considered simple ranged weapons. It is quite easy for even a lay person to make use of a firearm in close range. This is one of the reasons that firearms dominate the modern battlefield; training for basic use is quick and easy.
Firearms used at long range are considered martial ranged weapons; consistency at longer ranges requires extensive practice, knowledge of bullet physics, and attention to environmental conditions. Managing these complex factors requires special training.
All firearms have the reload weapon property. All smooth bore and rifled bore firearms have the fouling weapon property. Additional properties apply as listed on the chart below. New properties are described here:
Blast: This property lets you attack multiple creatures with a single shot. Select a primary target within this weapon’s normal range increment and declare that you are making a blast attack. You can then select another viable target within 5 feet of the primary target and make a single attack roll to apply to both. If you can make additional attacks with a single attack action, you can instead include a like number of additional targets (you will apply the same attack roll to all), so long as no single target is attacked more than once per shot and all additional targets are within 5 feet of the primary target. You don’t add your ability modifier to the damage of blast attacks, unless the modifier is negative. Using this property requires the firearm to be loaded with shot ammunition.
Breach: When loaded with ball ammunition, smooth bore and rifled bore firearms ignore 2 points of a target’s protection from armor; reduce accordingly the target’s armor benefit (AC points derived from armor, natural armor, and shields). This does not affect AC bonuses derived from other sources like Dexterity modifiers or magical enhancements. A rifled bore firearm loaded with slug ammunition doubles this benefit, ignoring 4 points of a target’s protection.
Fouling: A smooth bore or rifled bore firearm attack that rolls a natural 1 fouls the weapon in addition to the attack missing. (Open bore weapons are not subject to fouling.) A fouled weapon must be cleaned before it can be fired again. Cleaning takes one minute and requires a gun repair kit.
Hand Gun: This weapon requires only one hand to use. It does not suffer disadvantage if fired within five feet of a hostile creature. Weapons with this property are also considered light weapons.
Reload: You can use a firearm to make a ranged attack only if it is loaded with ammunition. Each attack with a firearm expends a single piece of ammunition when you use an action, bonus action, or reaction to fire, regardless of the number of attacks you can normally make. (Some weapons or weapon properties are exceptions.) The ammunition of a firearm is destroyed upon use and cannot be recovered. Reloading a firearm requires an action and the use of both hands; gunpowder must be poured from a horn into the barrel, followed by careful ramming of the ammunition with a patch of wadding. Reloading with a pre-made cartridge is easier, requiring only a bonus action. Firearms with multiple barrels require each barrel to be reloaded separately.
|Dragon||40 gp||1d8 piercing||4 lb.||Blast, hand gun, range 15/45|
|Blunderbuss||60 gp||1d10 piercing||10 lb.||Blast, heavy, range 25/75|
|Coach Gun||80 gp||2d8 piercing||13 lb.||Blast, heavy, range 25/75|
|Derringer||30 gp||1d6 piercing||1 lb.||Breach, hand gun, range 20/60|
|Pistol||50 gp||1d8 piercing||3 lb.||Breach, hand gun, range 30/90|
|Musketoon||75 gp||1d10 piercing||6 lb.||Breach, range 50/150|
|Musket||100 gp||1d12 piercing||10 lb.||Breach, heavy, range 60/180|
|Nock Gun||400 gp||5d8 piercing||14 lb.||Blast, breach, heavy, range 50/150|
|Serpent||150 gp||2d4 piercing||4 lb.||Breach, hand gun, range 30/90|
|Carbine||250 gp||2d6 piercing||7 lb.||Breach, range 50/150|
|Rifle||300 gp||2d8 piercing||10 lb.||Breach, heavy, range 60/180|
Firearms Special Rules
Coach Gun: A coach gun has two barrels that fire simultaneously. If fired with only one barrel loaded, treat the weapon as a blunderbuss.
Derringer: This tiny firearm is easy to conceal; apply disadvantage to Wisdom (Perception) checks to find or notice it if carried in a hidden fashion.
Nock Gun: A nock gun is a long arm with five barrels arranged in a cluster, all of which fire simultaneously. The weapon is very expensive and time-consuming to use at full effect. When fully loaded with ball or slug ammunition, the nock gun can use the blast weapon property even beyond normal range. Treat this weapon as a musketoon if fired with fewer than five of its barrels loaded.