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## Flintlock Firearms Created for a 17th century flintlock era, Musketeer style setting. There are three main types of firearms: * pistols, rifles and blunderbusses. Pistols are simple weapons, muskets and blunderbusses are martial. ## Weapons ### Pistols * Flintlock Pistol: 1d8 * Range 30/120, close quarters, light, loading * Cost: 75 gp * Dueling Pistol: 1d10 * Range 30/90, close quarters, light, loading * Cost: 125 gp * Double Barrel Pistol: 2d6 * Range 30/120, close quarters, Flintlock, Double-Barrel * Cost: 150 gp ### Rifles * Musket: 2d8 * Range 80/320, two-handed, Flintlock Loading, crit 19-20 * 150 gold pieces * Arquebus: 2d6 * Range 100/400, two-handed, heavy, Flintlock Loading, crit 19-20 * 125 gold pieces * Carbine: 1d10 * Range 80/320, loading 2, crit 19-20 * 150 gold pieces ### Blunderbusses * Dragon Pistol: 2d6 * Scatter (5/15 feet cone), Close Quarters, light, loading, * 125 gp * Blunderbuss: 2d8 * Scatter (15/15 feet cone), Flintlock Loading, heavy * 200 gold pieces * Handcannon: 2d10 * Range 60 feet, Scatter (30/60 foot long line, 5 feet wide), Flintlock Loading, Massive, heavy, * 300 gold pieces ### Ammunition * Makeshift dirt/Improvised * Negligible cost * Imposes misfire opportunity on natural 1 * Lead * Medium cost -5 silver pieces for a pack of 10 * Brutal: on a critical hit, deal an extra damage die * Silver/Cold Iron * Expensive-5 gold pieces-pack of 10 * Useful against Magical Resistances ### Attachments * Bayonet: * Melee, Attachment(Musket) * As an action you can affix a bayonet to a Musket. It gains the quality of a melee weapon dealing 1d6 piercing damage. * Tripod * Attachment(Arquebus) * As an action you can plant the tripod and affix an Arquebus to it. The arquebus' range is extended by 50 feet and it deals an extra 1d6 damage * You may not move the arqebus while it is affixed this way and it takes an action to remove the arquebus from the tripod. ## Qualities **Attachment**: Can affix onto a rifle a bonus action. **Close quarters:** may be used while a creature is in melee range without disadvantage **Double-barrel:** if you attack a creature within 30 feet of you, you may also target another creature within 5 feet of it. If you do you deal 1 damage die fewer to each target. **Flintlock Loading:** It takes an action to reload. If you gain an extra attack, you may use an extra attack granted to you by your class to reload a weapon with Flintlock Loading. **Scatter:** instead of firing at a single target, these weapons deal their damage to all targets in an area (typically a cone or line) specified by the weapon. The first value is its normal range and the second value is its maximum range. Creatures within the normal range take half damage on a successful save and creatures within the second range take no damage on a successful save. DC is equal to 8+proficiency bonus (if proficient with weapon)+ Dexterity Modifier. **Massive:** can only be wielded by Large creatures or above. Dual wielding note: Pistols are one handed which means light pistols can be dualwielded. Note that you do need a free hand to reload a pistol however. \pagebreakNum ## New Character Options ### Fighting Style * +2 Damage with firearm weapons ## Feats **Pistol Whip** * Ignore loading effects of pistols * If on the first turn of combat you choose to only shoot with pistols and not move, you may act on initiative count 20 * If you shoot with a pistol with the light quality you may use your bonus action to fire a loaded pistol that also has the light quality **Musketeer** * You may ignore half cover and three quarters cover when using rifles * You can affix a bayonet as a bonus action and it gains the versatility quality (it deals 1d8 damage if wielded with two hands). * Gain the benefits of extra attack for reloading muskets if you do not already have extra attack **Heavy Gunner** * Reroll 1s and 2s rolled on damage die with blunderbuss weapons. You must take the new results * Creatures which make the Dexterity save against blunderbuss style weapons still take half damage ### Proficiencies * Artificers, Fighters, Paladins, Rangers: All * Barbarian: Blunderbusses * Bards: Pistol, Rifles * Clerics: Pistols, Blunderbusses * Rogues: Pistol, Rifles * Druids, Monks, Sorcerers, Wizards: N/A * Backgrounds (soldier, sailor, pirate etc.) can grant reasonable proficiencies as discussed with your DM.