The Age of Flintlock - Firearms for D&D 5e

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The Age of Flintlock
Firearms for D&D 5E

A Flintlock Firearm System for D&D 5E

Table of Contents

Topic Page
Introduction 2
Firearm Properties 3
Weapon Descriptions 4
Weapon Table 5
Special Weapon Properties 6
Ammunition 6
Throwables 8
Firearm Modifications 8
Conclusion 9

Introduction

It's no secret that Dungeons and Dragons is a game centered around medieval fantasy, with the most common weapons in most worlds being weapons from those respective time periods. But what if you wanted more options than bows and magic in terms of ranged combat? What if you wanted your campaign world to be set during the Age of Exploration or the Industrial Revolution and have weapons appropriate to those eras? What if you wanted a medieval setting with a technologically superior civilization having access to firearms? What if you were running a Steampunk styled game using D&D? Whatever the reason, you want firearms in your game, not the brushed over simplistic version found in the DMG, but a fleshed out system with plenty of firearms, special ammunition, and thought out customization. If so, look no further.

I originally made this home-brewed firearm system for my own home game, a historically authentic game set during the Golden Age of Piracy in the early 18th century. Not only did I create a system catered to weapons of the time, I also took some historic liberties and included weapons all the way up to the mid 19th century. Not only that, but I created special ammunition for the firearms, a firearm modification system, and several different types of bombs for my players to enjoy. Now that I'm fairly confident everything is completed, I've decided to share what I've made so that hopefully all of you reading this can enjoy it too!

Included in this document, as listed above, is a fleshed out and comprehensible firearm system for D&D 5e, 14 firearms, two melee weapons, unique ammunition types, several throwable weapons, and a list of modifications that can be applied to the firearms to create dozens of unique and exciting possible firearms.

If you enjoy what this document includes in it, and want to see more of what I've created in the same genre (Ships, Ship Combat, Cannons, and more), let me know and support me! This is my first time attempting to do something like this, so maybe I'll post more of my work. Support and feedback is very appreciated; have a nice read!

Firearm Properties

With the addition of firearms, comes the additon of new weapon properties that relate to firearms and how they are handled in combat

Reload

The Reload Property replaces the Loading Property when dealing with firearms.

Every firearm has a Reload value, with that value being how many shots the firearm can shoot before it has to be reloaded. Usually, firearms with a Reload value higher than one have multiple barrels that hold one shot each.

Reloading a Firearm

Reloading a one-handed firearm takes two actions to complete (One action per barrel and one action for the Flintlock Mechanism)

Reloading a two-handed firearm takes three actions to complete (Two actions per barrel and one action for the Flintlock Mechanism)

Alternatively, there are other ways to reload a firearm.

  • As a bonus action, make a Sleight of Hand check DC 10 + Weapons Misfire Score with any additional modifiers from Weapon Modifications and/or special Ammunition. On a success, that bonus actions acts as a regular action that would otherwise be used to reload a firearm.
  • If you are out of range of any melee attack and moving wouldn’t trigger an opportunity attack, then you may use your reaction as a normal action that would otherwise be used to reload a firearm.
Firearms and Feats
  • In order to reload a one-handed firearm, one hand must be free to do so. This can be bypassed by taking the Dual Wielder Feat.

  • Rather than ignoring the Loading Property with the Crossbow Expert feat for weapons you are proficient with, players who choose this feat instead have the reload speed decreased by one action for firearms that they are proficient with.

Misfire

Due to the unreliable nature of Flintlock firearms, each firearm has a chance of Misfiring when an attack roll is made with it.

Some firearms have Misfire Scores that are higher than others, especially firearms that are considerably more complex or experimental.

The Misfire Score of firearms can be affected by the type of Ammunition used as well as what Modifications might be installed.

Creatures that are not proficient with the firearm increases the Misfire Score by one.

Misfires

If a firearm misfires, the attack automatically misses regardless of attack modifiers and the barrel is unusable until it is fixed.

  • If the firearm has a Misfire Score of one, than attack rolls made with the firearm that results in a natural one causes the firearm to misfire.

  • If the firearm has a Misfire Score that is higher than one, than attack rolls made with the firearm that results in a natural roll higher than one causes the firearm to misfire.

Breakage
  • If the firearm has a Misfire Score that is higher than one, than attack rolls made with the firearm that results in a natural one causes the firearm to break instead of misfiring.

A broken firearm can not be shot until it is repaired outside of combat.

Fixing Misfires and Breakages
  • A misfire can be fixed by spending an action to do so. Alternatively, you can make a successful Tinkers Tool check DC 8 + Misfire Score to fix it as a bonus action. On a failure however, the bonus action is spent and the firearm is still not fixed.
  • To repair a broken firearm, you can do so yourself in 1d4 hours with a successful Tinkers Tools check DC 10 + Misfire Score, or 2d4 hours on a failure. Alternatively, the weapon can be taken to a skilled gunsmith to be repaired for 1/4 the firearm’s cost, taking 1d4 hours to do so.

Weapon Descriptions

In this section, all of the newly added weapons in the next page are described here in terms of what they are, what they're used for, as well as any other important information.

Melee Weapons

Although this document primarily focuses on Flintlock firearms, there are two included melee weapons.

Bayonet. A knife like blade that can be attached to the end of the barrel for most firearms, typically rifles. A Bayonet allows the shooter to better engage in hand to hand combat if the need arises.

Harpoon. A weapon resembling a spear with a barb at the tip, and a rope attached to the end. This weapon is typically used by fishers and whalers to catch large sea animals, but can also be used in combat situations if it needs to be by impaling a target and having them attached to the harpooner via the rope.

Ranged Weapons

The weapons listed here are primarily Flintlock based firearms varying heavily in complexity and rarity.

Flintlock Pistol. The typical pistol found with a Flintlock mechanism. This pistol typically has a smooth bore barrel and fires lead balls as well as their improved equivalents, just like most other Flintlock firearms. This weapon is usually a side arm to be paired with a more powerful weapon. The Flintlock pistol is also a great weapon for duel wielding due to it's light weight.

Palm Pistol. Similar to a Flintlock Pistol, but considerably smaller. Although this firearm might not be as powerful as it's larger cousin, it is a perfect option for situations where carrying a weapon out in the open may not be a good idea, but you still want protection if things go bad.

Hand Blunderbuss. A smaller version of a standard Blunderbuss, designed to be used with one hand, as well as having a much shorter barrel than a standard Blunderbuss. If you enjoy the Blunderbuss style but prefer one handed weapons, and are willing to sacrifice a bit of power for such, the Hand Blunderbuss is for you.

Flintlock Musket. A typical rifle with a Flintlock mechanism. It is a hefty firearm with a long barrel, providing considerable range for a Flintlock firearm. Great for Sharpshooters who want a reliable firearm with a nice balance between damage and range, while also having a lot of room for modifications.

Musketoon. Very similar to a Flintlock Musket, but with a shorter barrel and a overall more compact build. Ideal for those who want a rifle, but may not possess the ability to wield the larger Musket. This weapon is also useful in smaller areas where the length of the Musket's barrel may be cumbersome.

Blunderbuss. A very early version of a shotgun. It typically has a much wider barrel than other Flintlock firearms, and the barrel is also flared at the muzzle, opening outwards. The Blunderbuss can shoot ball ammunition at a much shorter range than other Flintlock firearms, but can also be used to fire Scatter Shot ammunition, causing an area of effect attack.

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Double Barreled Blunderbuss. A Blunderbuss with two barrels side by side, rather than one. This Blunderbuss is heavier and more unstable than a standard Blunderbuss, but if used correctly can be far more powerful.

Double Barreled Flintlock Musket. A Flintlock Musket with two barrels side by side, rather than one. This Musket is even heavier and more unstable than a standard Musket, but if used correctly can be far more powerful.

Pepper-Box. A weapon that resembles the appearance and functionality of a revolver, but in an earlier form. A Pepper-Box can have between two and six barrels, all apart of a cylinder that automatically rotates when the trigger is pulled. Being a experimental firearm, it is much more unstable and is weaker than it's closest comparison, the Flintlock Pistol, but can hold many more shots.

Pepper-Box Rifle. A normal Pepper-Box with a rifle length barrel extension that doesn't rotate with the firearm's cylinder. The Pepper-Box Rifle has much more range than a normal Pepper-Box, but requires two hands to use. Similarly to how the Pepper-Box compares with the Flintlock pistol, this rifle is more unstable and weaker than a Flintlock Musket, but holds more shots.

Hand Cannon. Another Blunderbuss styled firearm that closely resembles a Hand Blunderbuss, but has an even shorter and an even wider barrel. The purpose of the Hand Cannon is not to accurately shoot ball ammunition, but acts as a handheld mortar which can fire most any object that can fit inside of the barrel.

Volley Gun. This devastating rifle is equipped with seven barrels, orientated in whatever pattern you see fit; square, line, circle, pyramid, etc. Unlike other multi-barreled firearms however, the Volley Gun fires every barrel at once, creating a "volley" from a single firearm. The Volley Gun deals a large amount of damage to a single target in one attack, but is highly unstable and takes a long time to reload, making to rare to be used twice in a single encounter. The recoil from shooting this firearm is so strong that it inflicts damage onto those who fire it.

Duck-Foot Pistol. This firearm comes equipped with multiple barrels, usually three or four, arranged in a splayed line which resembles the pattern of a duck's foot. The purpose of this firearm is to cover a wide area in situations where a single person may have to go against a group of opponents.

Pistol Sword. A Shortsword with a small caliber Flintlock pistol, equivalent to a Palm Pistol, welded onto the side of the hilt or blade. When making an attack with this weapon, you can choose to either make an attack with the sword or the pistol, not both, unless your class allows you to make multiple attacks a turn.

Blowgun. A simplistic weapon consisting of a long narrow tube in which dart projectiles are fired from the exhaling of the user.

Weapons

Melee Weapons
Name Cost Damage Weight Properties
Simple Weapons
Bayonet 2gp 1d4 Piercing 1lb Light, Special
Harpoon 2gp 1d8 Piercing 3lb Thrown (Range 30/60), Versatile (1d10), Special
Ranged Weapons
Name Damage Weight Properties
Simple Weapons
Flintlock Pistol 1d10 Piercing 2lb Ammunition (Range 30/120), Reload 1, Light, Misfire 1
Palm Pistol 1d8 Piercing 1lb Ammunition (Range 20/80), Reload 1, Light, Misfire 1
Hand Blunderbuss 1d8 Piercing 2lb Ammunition (Range 15/40), Reload 1, Light, Misfire 2, Special
Martial Weapons
Flintlock Musket 2d6 Piercing 10lb Ammunition (Range 100/400), Reload 1, Heavy, Two-Handed, Misfire 2
Musketoon 1d12 Piercing 8lb Ammunition (Range 60/240), Reload 1, Two-Handed, Misfire 2
Blunderbuss 1d10 Piercing 5lb Ammunition (Range 15/40),  Reload 1, Two-Handed, Misfire 2, Special
Double Barreled Blunderbuss 1d10 Piercing 9lb Ammunition (Range 15/40), Reload 2, Two-Handed, Misfire 3, Special
Double Barreled Flintlock Musket 2d6 Piercing 15lb Ammunition (Range 100/400), Reload 2, Heavy, Two-Handed, Misfire 3
Pepper-Box 1d8 Piercing 3lb Ammunition (Range 20/80), Reload 2-6, Light, Misfire 3
Pepper-Box Rifle 1d8 Piercing 13lb Ammunition (Range 60/240), Reload 2-6, Heavy, Two-Handed, Misfire 3
Hand Cannon 1d10 Piercing 3lb Special
Volley Gun 1d10 Piercing 15lb Ammunition (Range 30/120), Reload 7, Heavy, Two-Handed, Misfire 4, Special
Duck-Foot Pistol 1d8 Piercing 3lb Ammunition, Reload 4, Light, Misfire 2, Special
Pistol Sword 1d6/1d8 Piercing 4lb Ammunition (Range 20/80), Reload 1, Misfire 1, Light, Finesse, Special
Blowgun 1d4 Piercing 1lb Ammunition (Range 25/100), Loading
Firearm Costs

The firearms listed in the table above were originally designed for my own D&D game set during the Age of Sail, where firearms were easily accessible and a different currency was used.

Depending on the setting on your game, firearms might be commonly sold or uncommonly sold, or perhaps not sold at all and must be crafted. Point being, I can't accurately price these firearms because it depends on your game and your world.

Special Weapons

Weapons with the Special property are elaborated here.

Bayonet

If mounted to a Two-Handed firearm, the bayonet deals 1d6 Piercing Damage and has Reach.

Harpoon

If a creature is hit, the harpoon lodges into them and is connected to the harpooner via a rope. While harpooned, the creature’s speed is halved, they cannot dash, and they can only move within the length of the rope.

To escape the rope, the creature can use their action to remove the harpoon, dealing an additional 1d8 Slashing Damage.

Hand Blunderbuss

Can be loaded with Scatter Shot ammunition. All targets in a 10ft cone must make a Dexterity Saving Throw. On a fail, the target(s) take 3d4 Piercing Damage, or half as much on a success.

Blunderbuss / Double Barreled Blunderbuss

Can be loaded with Scatter Shot ammunition. All targets in a 15ft cone must make a Dexterity Saving Throw. On a fail, the target(s) take 4d4 Piercing Damage, or half as much on a success.

Hand Cannon

The Hand Cannon has three different loading options.

  • Mortar: Ammunition (Range 120), Loading, Light. All targets in a 20ft diameter sphere must make a Dexterity Saving Throw. On a fail, target(s) take 1d10 Piercing Damage, or half on a success. Requires Scatter Shot ammunition.
  • Throwables: Ammunition (Double Range of Throwable), Loading, Light
  • Improvised Weapon: Ammunition (Range 20/60), Loading, Light, Misfire 1-3 (Depending on object)

Volley Gun

Fires all seven barrels at once. Make an attack roll against one target within range. If you hit, the target must make a Dexterity Saving Throw. On a fail, the creature takes 1d10 for every shot fired, or half as much on a success. You must make a Constitution Saving Throw DC 8 + number of shots fired. On a fail, you take 1d8 Bludgeoning damage, or half as much on a success.

Duck-Foot Pistol

Up to four targets in a 20ft cone are targeted by this firearm. Make an attack roll against each target. Each target can only be targeted by one shot.

Pistol Sword

Use Shortshort stats for the sword, and Palm Pistol stats for the pistol. -1 to attack rolls for both weapons, the pistol because of the awkward aiming, and the sword because of the disproportionate balance.

Ammunition

Every firearm requires ammunition in order to fire properly, and there is a wide selection of ammunition types to choose from to help add variety, flair, and leathality to the firearm.

Lead Ball

Weight: 1oz

The lead ball is the standard ammunition for every firearm, unless stated otherwise.

Scatter Shot

Weight: 4oz (Handful)


Only Includes: Blunderbuss styled weapons

A handful of small metal pellets that can be loading into several different Blunderbuss styled weapons to create an area of effect attack.

Improved Shot

Weight: 4oz


Only Includes: Blunderbuss styled weapons (Not a Hand Cannon)

A special container filled with Scatter Shot and a lead ball in the center. Choose one target in range to hit with the lead ball and make an attack roll against them. If the attack hits, the target takes Piercing Damage equal to the weapon's normal damage.

Hit or miss, all targets in a 10ft cone must make a Dexterity Saving Throw. On a fail, the target(s) take Piercing Damage equal to the weapon's Scatter Shot damage, or half as much on a success.

Armor Piercing Balls

Weight: 2oz

A lead ball covered in spikes and hooked grooves. Use against armored targets results in a -2 penalty to the target’s AC but a -1 damage penalty due to the slower velocity. No bonus effect against unarmored targets.

Weapon's Misfire Score increases by one.

Hollow Point Balls

Weight: 1oz

A ball made of hardened glass. Use against unarmored targets results in a +2 damage bonus. No damage bonus if target is armored.

Weapon's Misfire Score increases by one.

Incendiary Ball

Weight: 1oz

A hallowed lead ball filled with white phosphorus with a small hole in the lead ball plugged with a quick burning fabric, packed against the gunpowder charge. Target takes additional Fire Damage equal to half the weapon’s damage dice. Weapon's Misfire Score increases by two.

Sleep Dart

Weight: 2oz

If a target is hit with a sleep dart, roll 5d8. If the amount rolled is equal to or higher than the target's current hit points, they fall asleep. While asleep, treat the target as if they were unconscious. The creature wakes up if they take any damage (including other darts) or if another creature uses an action to wake them. Maximum time asleep is equal to 3 - Con Mod minutes (Min 30 seconds).

Rage Dart

Weight: 2oz

An unwilling target must succeed a Constitution Saving Throw DC 10 + damage dealt or enters a rage. A willing creature can choose to fail the saving throw. While in a rage, the target gains the following effects.

  • Advantage on Strength checks, saves, and attack rolls
  • +2 damage to Strength based melee attacks
  • Resistance to bludgeoning, slashing, and piercing damage
  • Attacks any target within line of sight at random, regardless of previous allegiances

Attack roles against the raging target have advantage. At the end of the target’s turn, they must make another Constitution Saving Throw, but the DC decreases by one every turn for a maximum effect time of 2 - Con Mod minutes (Min 30 seconds). Otherwise, the rage ends when the target falls unconscious.

When the rage ends, target suffers two levels of exhaustion and cannot be affected by another rage dart for 24 hours. Multiple darts do not stack.

Haste Dart

Weight: 2oz

An unwilling target must succeed a Constitution Saving Throw DC 10 + damage dealt or enter a haste as adrenalin overcomes the target. A willing creature can choose to fail the saving throw. While in a haste, the target gains the following benefits.

  • Speed is doubled
  • +2 bonus to AC
  • Advantage on Dexterity Saving Throws
  • Gains an additional action that can be used to take the Attack, Dash, Disengage, Hide, or Use an Object action

At the end of each of the target’s turn, they must make another Constitution Saving Throw but the DC decreases by one every turn for a maximum effect time of 2 - Con Mod minutes (Minimum of 30 seconds). Otherwise, the rage ends when the target falls unconscious.

When the haste ends, the target can’t move or take actions until after its next turn and cannot be affected by another haste dart for 2d8 - Con Mod hours. Multiple darts do not stack.

Throwables

If you're looking for a more grounded area of effect attack, then Throwables might be useful to you. These include several types of bombs with different properties and effects. Similarly to spells, it is assumed that a creature using a Throwable can accurately throw it within range.

Besides being thrown, Throwables can also be fired from a Hand Cannon to double their effective range.

Explosive Bomb

Weight: 1lb


Range: 60 feet

All targets in a 15ft diameter sphere must make a Dexterity Saving Throw. On a fail, targets take 3d8 Explosive Damage and are deafened for one round, or half damage on a success and are not deafened.

High Explosive Bomb

Weight: 1lb


Range: 60 feet

Specializes in delivering a devastating blast, but in a smaller area. All targets in a 10ft cube must make a Dexterity Saving Throw. On a fail, targets take 4d8 Explosive Damage, are deafened for one round, and are knocked prone. Targets take half damage on a success and are not deafened or knocked prone.

Low Explosive Bomb

Weight: 1lb


Range: 60 feet

Specializes in delivering a weaker blast, but affecting a larger area. All targets in a 20ft diameter sphere must make a Dexterity Saving Throw. On a fail, targets take 2d8 Explosive Damage and are deafened for one round, or take half damage on a success and are not deafened.

Shrapnel Bomb

Weight: 1lb


Range: 60 feet

All targets in a 25ft diameter sphere must make a Dexterity Saving Throw. On a fail, targets take 3d8 Piercing Damage, or half as much on a success. Creatures behind half-cover automatically succeed the saving throw, and creatures behind 3/4 cover and full cover take no damage.

Incendiary Bomb

Weight: 1lb


Range: 60 feet

All targets in a 10ft cube must make a Dexterity Saving Throw. On a fail, targets take 3d6 Fire Damage and are caught on fire. On a success, targets take half damage and are not caught on fire. While on fire, targets take 1d6 Fire damage at the start of their turn until they use an action to extinguish the flames.

Stench Bomb

Weight: 1lb


Range: 60 feet


Duration: DM chooses duration based on wind speed

Creates a 20ft diameter sphere of stench. Creatures caught in the stench must succeed on a Constitution Saving Throw DC 15 or become poisoned (Disadvantage on ability checks and attack roles) until the creature(s) leave the cloud.

The duration of the stench depends of the wind speed and the DM's discretion. Generally, the cloud will last ten rounds with no wind, six rounds with light wind, four rounds with moderate wind, and one round with heavy wind.

Smoke Bomb

Weight: 1lb


Range: 60 feet


Duration: DM chooses duration based on wind speed

Creates a 20ft diameter sphere of smoke. Creatures in the smoke must succeed on a Dexterity Saving Throw DC 12 or lose sight of opponent(s) and are blinded. (Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage).

Creatures outside the smoke lose sight of those caught inside as well and treat it as a Lightly or Heavily Obscured area depending on the duration and wind. The duration of the smoke depends of the wind speed and the DM's discretion.

Generally, the smoke will last ten rounds with no wind, six rounds with light wind, four rounds with moderate wind, and one round with heavy wind.

Weapon Modifications

The majority of the listed firearms can have modifications applied to them to further enhance their abilities. The modifications can affect both the weapon's visuals and mechanics.

Depending on the type of game that you are running, the modifications might affect either the material cost of crafting the firearm or the cost of manufacturing the firearm / modification.

For certain modifications, the base cost of the firearm might affect the cost of the modification and will be listed to the appropriate modifications. The cost of a firearm with multiple modifications of these types does stack.

Improved Iron Sights

Iron sights with improved visibility. +1 to attack rolls.

Scope

A specially crafted glass scope ranging in length. When viewing through the scope in combat, attack rolls made within far range do not have disadvantage, but attack rolls made within normal range have disadvantage.

A scope can also double as basic binoculars, granting advantage on Perception checks within the normal range of the weapon.

Rifled Barrel(s)

Excludes: Blunderbuss weapons and the Hand Cannon


Cost: 1/4 Base Weapon cost

Spiral grooved patterns on the inside of the barrel designed to spin the ball making it more accurate. +1 to attack rolls for all barrels.

Extended Barrel

Extends the barrel of the firearm, adding an extra 10ft of range to the firearm. For area focused firearms, the area of effect is decreased by 5ft.

Detachable Cylinder

Only Includes: Pepper-Box and Pepper-Box Rifle

Modified Pepper Box with a detachable cylinder, which allows the shooter to reload much faster. Takes one action to reload all barrels rather than one action per barrel.

Breechlock Mechanism

Excludes: Light Firearms, Volley Gun, Pepper-Box Rifle


Cost: 2x Base Weapon cost

Replaces the muzzleloading mechanism with a cartridge mechanism. Rather than shooting a lead ball or an equivalent ammunition, the firearm must shoot pre-packed carttidges. Loaded cartridges can be loaded into the breech of the firearm, reducing the reload speed for each barrel by one action.

Bronze Firearms

Cost: 3x Base Weapon cost

Firearms with a bronze cast barrel instead of an iron cast barrel. Misfire Score decreases by one to a maximum of one

Conclusion

And there it is! My own version of a flintlock orientated firearm system. I hope that you enjoyed reading it as much as I did creating it! If you liked what you read, are thinking of using it in your own game, or want to give me feedback to improve this system then let me know! I'd love the support and feedback.

Now go ahead, trudge through the thick black gunpowder smoke, ram your shot, cock the hammer, prime your gunpowder, aim...

...fire!

 

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