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## Firearms of The Realms
"Firearms" by Todd Lockwood, © Wizards of the Coast 2001 |**Firearms**|**Cost**|**Damage**|**Weight**|**Special**| |:---|:---:|:---:|:---:|:---| | Pistol |250 gp|1d10 piercing|3 lb.|Firearm (range 50/150)| | Blunderbuss |50 gp|1d8 piercing|5 lb.|Firearm (range 60/240), two-handed| | Arquebus |75 gp|1d8 piercing|7 lb.|Firearm (range 80/320), heavy, two-handed| | Caliver |150 gp|1d10 piercing|9 lb.|Firearm (range 100/400), heavy, two-handed| | Musket |500 gp|1d12 piercing|15 lb. |Firearm (range 150/600), hooked (13), heavy, two-handed| | Handgunne |750 gp|3d6 bludgeoning|15 lb. |Firearm (range 80/320), hooked (15), heavy, two-handed|
### Firearms in the Realms Firearms are becoming more and more widespread in Faerûn as Lantanese priests of Gond the Wondermaker are making and spreading them throughout the Realms. The Lantanese have mastered matchlock weapons-making, and can regularly produce high-quality matchlock pistols, matchlock arquebuses, matchlock calivers, and matchlock muskets (with gun rests). They can also produce hand match ribalds for armies, as well as matchlock blunderbusses. All Lantanese firearms are stamped with the mark of Gond on the butt or grip of the weapon. Very large, crude bombards are made and used by the Red Wizards of Thay, and some of these siege guns are in the Pirate Isles. One important development is that firearms are entering numerous worlds from sources in wildspace. Wheellock pistols known as “starwheels” are sometimes sold or traded across Toril by spelljammer crews, or they are stolen from crews by local thieves. The Lantanese were quick to copy the design of these "starwheels", and have started producing them "locally". \columnbreak ### New Weapon Properties ___ ***Firearm.*** A firearm functions as a weapon with the Ammunition property except that you can only be fire it once before you must forego one attack or use a bonus action to reload it. Reloading a firearm requires two hands. As most firearms ignite their powder with a slow burning cord match, a firearm also has a 25% chance (1-5 on your attack roll) of not firing in heavy rain, and a 10% chance (1-2 on your attack roll) of not firing in light rain. A firearm that does not fire wastes the smokepowder used for that shot, but does not waste any ammunition. A simple blacksmith could conceivably build or repair most firearms. ___ ***Spread.*** When attacking a target within half this weapon's normal range, roll an additional damage die and add it to the weapon’s damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.
\pagebreakNum ___ ***Hooked.*** A weapon that has the hooked property is designed to be fired only when hooked onto a special fork –or over a hard, stationary surface, such as a low wall. Hooking the weapon requires an action or a bonus action (the character’s choice). If the character moves after hooking the weapon, or drops the weapon, the weapon is no longer considered to be hooked. While a weapon with this property is not hooked, attack rolls with it are made at disadvantage unless the character's Strength score is equal to or higher than the number in brackets. ##### Ammunition |Ammunition|Cost|Weight| |---|:---:|:---:| |Bullet |2 sp|1 lb.| |Lead Shot |5 sp|1 lb.| |Handgunne Ball |3 gp|1 lb.| ___ ***Bullets.*** Bullets are lead spheres used for single target attacks. When loaded with a bullet, a firearm functions as written. The price give is for 1 bullet. ___ ***Lead Shot.*** Lead shot consists of many tiny lead balls that are packed into the barrel of the firearm together. The price give is for 1 "load" of shot. ___ Lead shot can be loaded into any firearm that normally fires bullets. Loading a firearm with lead shot halves its Normal and Long Ranges but imparts the ***Spread*** property on the attack. ___ ***Handgunne Balls.*** Handgunnes shoot heavy lead balls that are simply smaller versions of cannon balls. The price give is for 1 ball. ##### Powder Besides ammunition, all firearms also require magical smokepowder to function. A horn of smokepowder contains enough smokepowder for 20 shots of a firearm, while a keg holds enough smokepowder for 500 shots. ### Starwheels Any firearm that uses bullets as ammunition can be constructed as a starwheel, using a wheellock mechanism instead of a matchlock one. A starwheel firearm costs 50 gp more than a matchlock one and does not suffer any penalty when used in the rain. Only an expert clockmaker, a cleric of Gond, or an artificer can build or repair a wheellock firearm. ### Explosives |Explosives|Cost|Weight|Damage| |---|:---:|:---:|---| |Shou Rocket |150 gp|1 lb.|3d6 fire| |Grenade |150 gp|1 lb.|3d6 bludgeoning| |Smokepowder, keg |250 gp|20 lb.|7d6 fire| |Smokepowder, horn |35 gp|2 lb.|3d6 fire| |Foeshredder |500 gp|1 lb.|5d6 piercing| |Smokebomb |500 gp|1 lb.|| ___ ***Shou Rocket.*** Explosive rockets used as portable (if somewhat inaccurate) siege or support weapons in the Shou Empire of Kara-Tur; Shou rockets are fired off of a reusable wooden sled (4 lbs, 5 sp) that aims the weapon. A Shou Rocket functions as a Renaissance Bomb from page 267 of the Dungeon Master's Guide. ___ ***Grenade.*** A Lantanese grenade functions as a Stick of Dynamite from page 267 of the Dungeon Master's Guide. ___ ***Smokepowder Keg.*** A Smokepowder Keg functions as a Gunpowder Keg from page 267 of the Dungeon Master's Guide. ___ ***Smokepowder Horn.*** A Smokepowder Horn functions as a Gunpowder Horn from page 267 of the Dungeon Master's Guide. ___ ***Foeshredder.*** A Lantanese foeshredder functions as a Fragmentation Grenade from page 268 of the Dungeon Master's Guide. ___ ***Smokebomb.*** A Lantanese Smokebomb functions as a Smoke Grenade from page 268 of the Dungeon Master's Guide. ### Siege Equipment Besides Cannons (DMG, pg 255) employed by the wizards of Thay and the pirates of the Pirate Isles, the world of Faerûn is also familiar with organ guns, AKA ribalds. #### Ribald ___ - _Large object_ - **Armor Class:** 19 - **Hit Points:** 75 - **Damage Immunities:** poison, psychic Ribalds fire a volley of lead shot from a series of linked barrels arrayed in an arc. Rather than being used to destroy fortifications, ribalds are used as anti-personnel weapons, riddling enemy armies with holes. Before it can be fired, the ribald must be loaded. It takes one action to load the weapon and one action to fire it. **Ribald Volley.** The ribald fires a volley of shots in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) piercing damage on a failed save, or half as much damage on a successful one.
Ribaldequin, Leonardo daVinci, Public Domain