\pagebreakNum
\pagebreakNum
##### BlackLeg Jambe's
| Level | Jambes | BlackLeg Dam
|:---:|:---:|:---|:---:|
| 3rd | 3 | D4 | — |
|4th | 4 | D4 | — |
| 5th | 5 | D6 | ─ |
| 6th | 6 | D6 | ─ |
| 7th | 7 | D6 | ─ |
| 8th | 8 | D6 | ─ |
| 9th | 9 | D6 | ─ |
| 10th | 10 | D6 | ─ |
| 11th | 11 | D8 | ─ |
| 12th | 12 | D8 | ─ |
| 13th | 13 | D8 | ─ |
| 14th | 14 | D8 | ─ |
| 15th | 15 | D8 | ─ |
\pagebreakNum
##### Class Name
| Level | Proficiency Bonus | Features |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Mind of the Sword | — | — | — | — | — | — | — | — | — | — | — |
| 2nd | +2 | Dual Threat, Meditation | — | — | — | — | — | — | — | — | — | — | — |
| 3rd | +2 | Art of War, Inner Eye | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
|4th | +2 | Ability Score Improvement | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
| 5th | +3 | Extra Attack | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 6th | +3 | Infused Armament | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 7th | +3 | Art of War Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 9th | +4 | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 10th | +4 | Infused Armament | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 11th | +4 | Art of War Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 12th | +4 | Ability Score Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 13th | +5 | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 14th | +5 | Art of War Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 15th | +5 | Infused Armament | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
## Class Features
As a Swordsman, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d8 per Swordsman level
- **Hit Points at 1st Level:** 8 + Con Modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Swordsman level after 1st
#### Proficiencies
___
- **Armor:** Heavy Armor, Medium Armor, Light Armor
- **Weapons:** Simple Weapons, Martial Weapons
- **Tools:** *(a)* Mason Tools, or *(b)* Ammo Pouch
___
- **Saving Throws:** Dexterity, Constitution, Strength
- **Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* Leather or *(b)* Hide
- *(a)* 3 Martial weapons or *(b)* Martial Weapon & a FlintLock Pistol
- Explorer's pack
- *(a)* Masonary Tools or *(b)* Flintlock Repair Kit
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### **Art of War: Black Blade**
*Is it your courage or your ignorance that causes you to raise a sword against me?*
### Tough
**Beginning at 3rd level**
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
### Soul of the Sword
**Beginning at 3rd level**
Performing a 24 hour ritual, infuse one weapon of your choice with the soul of it's wielder. You can amplify its effect to gain the following effects. It lasts one hour, gain one point of exhaustion. Pick the color of your soul below.( Once chosen you will never be able to change)
- **Soul of the Demon** - 1d10 Fire damage
- **Soul of the Reaper** - 1d6 Cold Damage, half targets movement speed
- **Soul of the Oni** - 1d8 Thunder damage, knock back target 10 feet. (Con. save)
- **Soul of the Lich** - 1d8 Necrotic damage, reduce HP max by half damage done.
- **Soul of the Succubus** - 1d6 Psychic damage, target has disadvantage on next attack roll (Wis. Save)
### Duel Wield
**Beginning at 3rd level** You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
### Soul Burst
**Beginning at 5th level** The Master becomes attuned with their infused weapon, but at a price. (Take a d10 of damage after a successful hit) Based on your soul of choice, gain the ability to deal additional damage.
- **Soul of the Demon** - The next time you hit a creature with a melee weapon attack, your weapon flares with white-hot intensity, and deals an extra 1d10 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, they extinguish.
- **Soul of the Reaper** The next time you hit a creature with a weapon attack, the weapon gleams with ice crystals as you strike. The attack deals an extra 2d6 cold damage to the target, which brings the targets movement to 5 feet.
- **Soul of the Oni** - The first time you hit with a melee weapon attack, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
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### Soul Burst (Cont.)
- **Soul of the Lich** - The next time you hit a creature with a melee attack, your weapon corrupts their soul. the attack does 1d8 necrotic damage. They must make a constitution saving throw, on a failed save, the corruption eats at their soul causing a 1d8 of necrotic damage. Must make a con. save at the start of each of their turn. In addition their max HP is reduced by the damage done by the lasting effect
- **Soul of the Succubus** - The next time you hit a creature with a melee weapon attack, your weapon pierces both body and mind, and the attack deals an extra 2d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it is frightened for their next turn, or until shaken by a friendly creature.
### Devils Deal
**Beginning at 7th level** Gain the ability to infuse a 2nd weapon with your soul.
### Black Zone
**Beginning at 10th level** as a bonus enact a zone of defense in a 10 diameter around your person. If a creature enters your zone make melee weapon attack against them regardless of range.
### Crewmates Determination
*"WHAT THE HELL HAPPENED HERE!"*
*"What happened here? Nothing at all..."*
**Beginning at 12th Level**
Subtract your proficiency bonus from your retaliation damage.
### Black Soul Blade
**Beginning at 14th level**
Double all Soul burst dice and take 1d20 of retaliation
\pagebreakNum
### **Art of War: Gun Blade**
*"You can pour drinks on me. You can throw food at me. You can even spit on me. I'll just laugh that stuff off. But...good reason or not...nobody hurts a friend of mine!"*
### Full Assault
**Beginning at 3rd level** become a demon on the battle field! Gain the ability to bonus action attack with a melee weapon **or** a ranged weapon with the light property.
### Hunter’s Prey
**Beginning at 3rd level** you gain one of the following features of your choice.
- **Colossus Slayer** -
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
- **Giant Killer** -
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
- **Horde Breaker** - Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
### Bully Bullets
**Beginning at 3rd level** gain the ability to craft unique ammo by storing your essence into them. You can craft 2 bullets starting at 3rd level and gain an additional bullet at 5th, 7th, 9th. The type of ammunition is listed below.
- **Venomous Bite**
Imbued with venom from a Tiger Fish. Upon a successful hit, the target is poisoned. At the start of each of their turns, they must make a Con. save if they fail they take 2d6 of acid damage. on a success they are still poisoned for 1 min or until given an antidote (which you can craft) Craft time: 4 hours
- **Explosive Shot**
You guessed. It explodes. Upon a successful hit (or a miss, hope it was aimed well) the bullet explodes. All creatures within a 10 foot range must make Dex saving throw, on a fail they take 2d8 damage. On a success take half as much. Craft time: 8 hours
- **Drill Point**
Shaped to a drill point (WOW) this bullet flys at increased velocity. Deal an extra damage dice of the weapon that fired this bullet. Upon a hit the creature must make a Str. saving throw or be disarmed. Craft time: 1 hour
- **Healing Syringe** Congrats Alexander Wood, you made the first hypodermic needle. Gain the ability to shoot healing syringes (or fill them with random stuff) upon a hit heal a creature 1d12. Craft time: 8 hours
### Big Iron
**Beginning at 5th level** Gain the ability to shoot a musket. Also can shoot one handed at half range without modifiers.
\columnbreak
### Testudo
**Beginning at 7th level** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by any creature for the rest of the turn.
### Ebb and Flow
**Beginning at 9th level** When a creature makes a attack against you and misses, use your reaction to misdirect their attack into another creature besides itself within range.
### Apex Hunter
**Beginning at 9th level** Choose another Hunters prey feature.
### Gun Blade
**Beginning at 11th level** Mastery of ammo crafting as unlocked the secrets of your essence. Gain the ability to craft a Gun blade. Pick the 2 of the following abilities. 1 use of the Gun blade per short rest until 13th, 15th.
- **Vipers Fang**
Slash out in a 10 feet wave of toxins. Any creature in this wave takes 4d6 of acid damage and is covered in venomous sludge. Any creature covered in this sludge must make a Con. save (DC 13) or be racked with pain and fall incapacitated until their next turn. (Repeat saves every turn)
- **Lion Swipe**
Slash out a localized ball of fire (R/30ft). A creature hit by this ball is engulfed by a fiery lion. The creature takes 4d8 of fire damage and is restrained by the Lion. Must make a Str. saving throw (DC 16) at the start of their turn or be restrained. (Repeat saves every turn)
- **Tempest Stampede**
Slash out a whirlwind of blows in a 30ft wave. A creature caught in this wave is pelted by slashes of wind taking 6d6 of force damage. Must make a Dex. saving throw (DC 16) or be blasted back 20 feet.
### Dig Deep
**Starting at 13th level** If you expended all uses of Gun Blade, when you roll for initiative gain +1 back.
### World Splitter
**Beginning at 15th level** Channel every bit of your life energy for this ultimate move. (Must have 100 health remaining) Imbue yourself into this slash with your Gun Blade and deal 4d100 of Damage to a single creature upon a successful hit. Reduce to 0 HP after attempting this move.
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# Helmsmen
##### Class Name
| Level | Proficiency Bonus | Features |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Stowaways Education | — | — | — | — | — | — | — | — | — | — | — |
| 2nd | +2 | Mark Under the Roger, Going Merry | — | — | — | — | — | — | — | — | — | — | — |
| 3rd | +2 | Heart of the Pirate, Tool Expertise | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
|4th | +2 | Ability Score Improvement | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
| 5th | +3 | Heart of the Pirate Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 6th | +3 | Conquerers Haki, Master Shipwright | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 7th | +3 | Heart of the Pirate Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 9th | +4 | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 10th | +4 | Conquerers Haki | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 11th | +4 | Heart of the Pirate Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 12th | +4 | Ability Score Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 13th | +5 | ─ | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 14th | +5 | Heart of the Pirate Improvement | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
| 15th | +5 | Conquerers Haki | ─ | ─ | ─ | — | — | — | — | — | — | — | — |
## Class Features
As a Helmsmen, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per Helmsmen level
- **Hit Points at 1st Level:** 10 + Con Modifier
- **Hit Points at Higher Levels:** 1d10 (or 5) + your Constitution modifier per Helmsmen level after 1st
#### Proficiencies
___
- **Armor:** Heavy Armor, Medium Armor, Light Armor
- **Weapons:** Simple Weapons, Martial Weapons, Ranged Weapons
- **Tools:** Mason Tools and Carpenters Tools
___
- **Saving Throws:** Charisma, Strength, Dexterity, Wisdom
- **Skills:** Choose three skills from Insight, Medicine, Persuasion, Religion, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* Leather or *(b)* Hide
- *(a)* 2 Martial weapons or *(b)* Martial Weapon & a FlintLock Pistol
- Explorer's pack
- *(a)* Masonary Tools or *(b)* Carpenters Tools
\pagebreakNum
### Stowaways Education
#### Beginning at 1st level
you learn two languages of your choice. You also become proficient in your choice of two of the following skills: History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
### Mark Under the Roger
#### Beginning at 2nd level
You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a branding bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
### Going Merry
#### Beginning at 2nd level
*Man or child, strong or weak, none of those matter once you are out at sea.*
You command the ship to follow your every whim, you take no movement penalty for riding against the wind. shorten all long travel (3 day or more) by one day. Increase ship movement by 100 feet. No disadvantage on difficult terrain.
### Heart of the Pirate
#### Beginning at 3rd level,
Chose your Heart of the Pirate of choice ***(a)* Captain's Orders or *(b)* Helpful Monster. See Page 23 and 24**
\columnbreak
### Tool Expertise
#### Starting at 3rd level
your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
### Ability Score Improvement
#### Beginning at 4th level
**Again at 8th, 12th,** you can increase one ability score of your choice by **2**, or you can increase two ability scores of your choice by **1**, **Or choose a Feat**. As normal, you can’t increase an ability score above 20 using this feature.
### Conquerers Haki
#### Beginning at 6th Level
Choose 2 creatures in a 30 foot range with a CR of 1/2. They make a wisdom saving throw based off your Save DC (8 + Prof.+ Wis Mod) or fall asleep.
### Master Shipwright
*SUPPPPPPPPPPEEEEEEEERRRRRRRR*
#### Beginning at 6th Level
Patch holes or damage in a jiffy. Reduce any repair time made to a ship while in combat by 2 actions.
### Conquerers Haki
#### Beginning at 10th level
Choose 5 creatures with a CR of 1/2 *or* 1 creature of CR 2 and ya know, same as before.
### Conquerers Haki
#### Beginning at 15th level
Chose 10 creatures of CR 1 and kill them if they fail a Wis saving throw of 10. or Choose 1 creature to obliterate their mind, DM decides Challenge rating based off creature CR or Story relevance or if they're just plain mean. You decide based off facial expressions. best of luck.
\pagebreak
### **Heart of the Pirate: Captains Order**
*"Inherited Will, The Destiny of the Age, and The Dreams of the People. As long as people continue to pursue the meaning of Freedom, these things will never cease to be!"*
#### Inspiring Action
**At 3rd level** use your action to give an order to someone of equal/lower level than you, that is a friendly NPC. when you does so, that creature can either make one attack action or move half their movement.
#### Tactician's Eye
**At 3rd Level** Use your reaction to make one friendly PC make an attack action, if they're willing
#### Crafty Dueler
**At 3rd Level** while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
#### Speech Craft
**At 5th level** you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any non-player character
#### Beast Master
**At 6th level** Double Proficiencies with Animal handling.
#### Lead by Example
**At 7th level** Using your action, choose a friendly NPC or PC within 30 ft and use on of their abilities as your own. (Devil Fruits, or Special Physical attacks can't be mimicked)
\columnbreak
#### Battle Cry!
**At 9th Level**
inspire zealotry in others. As a bonus action, you unleash a battle cry infused with righteous energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
#### Master of All
**At 11th Level** One animal that accepts your friendship can be tagged with a rite of summon. Takes 24 hours to tag a willing creature. Summon an animal companion, they take a turn right after yours. They disappear upon death. If you don't use a bonus action to command them they take the dodge action.
#### Captains Order!
**At 13th Level** Use your action to give an order to someone of equal/lower level than you, that is a friendly PC. when you does so, that creature can either make one action or move half their movement without invoking attacks of opportunity.
#### Mutiny!
**Starting at 15th level** Choose up to 10 level 3 or lower enemy creatures, convince them to abandon their ambitions to follow yours. They must make a Charisma saving throw (DC 10) or become friendly NPC's. Make a Convincing speech for additional benefits.
\pagebreakNum
### **Heart of the Pirate: Helpful Monster**
*"I'm gonna try even harder and be helpful to everyone!"*
#### Healing Potions
Gain the Ability to craft unique potions, unique exposure to these potions as altered your DNA to be able to use them to their full potential.
#### I Won't Let My Friends Die!
**At 3rd level**
you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a potion to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, For you, it has a range of 30 feet, and you can cast it as a bonus action.
#### Adept Field Medic
**At 3rd level**
your healing potions are more effective. Whenever you restore hit points to a creature, the creature regains additional hit points equal to 2 + your level.
#### Healing Glow
**At 3rd Level** As an action, drink a healing glow potion you can restore a number of hit points equal to five times your Helmsmen level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
#### Lay on Palms
**At 4th level**
with the blessed touch potion you can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Helmsmen level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
#### Plaque Doctor
**At 5th level** Gain the ability to craft poisons and a Poison pouch, must take 4 hours to craft a basic poison vial. 8 hours for Advanced poisons. 4 hours to craft Anti-toxin. Your Poison pouch can hold 3 vials of Poison or Anti-toxin.
- **Basic Poison** You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or
ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
\columnbreak
- **Advanced Poison** Apply the same effects as basic poison but 1d8.
- **Anti-Toxin** cure posion condition.
#### Apothecary of the Monster!
**At 7th Level** Exposure to different chemicals from brewing potions and Poisons has altered your DNA allowing you take unique potions
- **Bite** Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
- **Claws** Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
- **Tail** You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
#### Acid Weaver
**At 10th Level** Gain the ability to craft acid vials. Toss them at an enemy or a construct to cause serious damage. 2d12 damage upon hit and 1d12 damage per turn for 1 minute.
#### It's Alive!
**At 14th Level** Mastery of the Monsters Apothecary has allowed you to make an ultimate potion. Choose a creature you'd like to be the Monster of your apothecary and ask the DM if they would allow it.
#### Lazarus's Touch
**At 15th Level**
Cure anything even death. Restore one creature to full health regardless of any aliment effecting them or even if they died. you can use this ability once ever.
\pagebreakNum
# Thank you!
##### Special Thanks to the creators of "Devil Fruit Compendium" "The Age of Flintlocks" for the source documents to enhance our idea of a complete "One Piece Players Handbook for 5e"
##### Special Thanks to Eiichiro Oda for the amazing world that we were able to build upon.
##### Special Thanks to bodskih for the beautiful art work find them at DeviantArt
##### Special Thanks to Mikey, Kyle, Mijo, Max, Gage and Benjamin. Without you guys there'd be no reason to make this.
# MAY THE GREAT PIRATE AREA BEGIN!
\pagebreakNum
Devil Fruit Compendium
\pagebreakNum
# Devil Fruits
Devil Fruits are strange, magical fruits that, when consumed, give the user some incredible and unique power at the cost of becoming an hammer when submerged in water. Although Devil Fruits can be incredibly powerful, they are also incredibly rare. Once eaten, the results are irreversible. The user gains all traits of the Devil Fruit and immediately identify it. Additionally, anyone who eats a fruit cannot swim and will drown in waist high water after a number of rounds equal to its **Constitution modifier**. When drowning, a creature suffers 10 points of damage each round.
### Random Devil Fruit
Roll a d20 to determine the type of Devil Fruit.
| d20 | Devil Fruit Type |
|:---:|:-----------:|
| 1-15 | Paramecia |
| 15-18 | Zoan |
| 19-20 | Logia |
## Paramecia Devil Fruits
Paramecia fruits are the most common type of Devil Fruit in the world. They cause some physical change to a user's body. Paramecia users gain a special new power that they can use in any way they find suitable, within reason.
Roll a d20 and refer to the following table to determine a random Paramecia fruit.
| d20 | Paramecia Devil Fruit |
|:---:|:-----------:|
| 1 | Chop-Chop Fruit |
| 2 | Gum-Gum Fruit |
| 3 | Smooth-Smooth Fruit |
| 4 | Kilo-Kilo Fruit |
| 5 | Bomb-Bomb Fruit |
| 6 | Flower-Flower Fruit |
| 7 | Clone-Clone Fruit |
| 8 | Dice-Dice Fruit |
| 9 | Bubble-Bubble Fruit |
| 10 | Wheel-Wheel Fruit |
| 11 | Revive-Revive Fruit |
| 12 | Love-Love Fruit |
| 13 | Float-Float Fruit |
| 14 | Venom-Venom Fruit |
| 15 | Glare-Glare Fruit |
| 16 | Tremor-Tremor Fruit |
| 17 | Heal-Heal Fruit |
| 18 | Barrier-Barrier Fruit |
| 19 | Arms-Arms Fruit |
| 20 | Puff-Puff Fruit |
\columnbreak
#### Chop-Chop Fruit
*You gain the ability to split your body into pieces!*
**Passive:** You gain resistance to slashing damage.
**Active.** You may separate your limbs and move them independently of your main body. The body parts have a flying speed equal to your normal movement speed. At least a part of your body needs to remain in contact with the ground. All the other parts can move in a 30 foot radius around that point on the ground.
#### Gum-Gum Fruit
*Your Body is made of rubber!*
**Passive.** You gain the following benefits.
- Resistance to bludgeoning and thunder damage.
- Immunity to lightning damage.
- 15 ft. reach for melee weapon attacks. ( Not attacks of opportunity)
- Your unarmed strikes deal double damage at 15 ft.
**Active.** You gain the following combat options.
- **Second Gear:** (Action) By pumping blood in your veins at high pressure, at third level you gain the effects of the *Haste* spell and the *Jet Pistol*, a ranged unarmed strike that deals (3d8+Str) thunder damage with a 30ft. range.
After 1 minute the effects end, and you suffer 1 point of exhaustion.
- **Third Gear:** (Action) At 10th level, You inflate yourself to unleash a giant attack with a 30ft. reach. Your unarmed damage is increased by 2 sizes.(3D12) After the inflation you are subjected to the *Reduce* spell for 1 minute, but your damage is decreased by 1 size and you can't use gum-gum powers.
- **Gum-Gum Gatling:** (Action, Recharge 5 turns) You stretch your arms to unleash a series of attacks in a 15 ft. cone. Each creature in that line must make a Dexterity saving throw, taking 6 times your normal unarmed strikes damage on a failed save, or half as much damage on a successful one.
- **Gum-Gum Rifle:** (Action, Recharge 5 turns) You make a powerful melee attack that deals double the normal damage, with an extended reach of 30m.
\pagebreakNum
\pagebreakNum
#### Bubble-Bubble Fruit
*You can create power sapping soap bubbles!*
**Active.** (Action) You can make a ranged weapon attack, range 30 ft. On a hit the target has difficult terrain imposed upon it for 1 minute.
#### Wheel-Wheel Fruit
*Your limbs can become wheels!*
**Passive.** You can double (2 wheels), or quadruple
(4 wheels), your walking speed when using your devil fruit power.
#### Revive-Revive Fruit
*You can come back to life!*
**Passive.** You get a second chance at living. When you die you can come back to life with full health. This effect only work once, and you are still considered a devil fruit user once revived. Your body is fully functional, as it was before your demise, but it carries on the scar and mutilations that it may have suffered during your death.
#### Love-Love Fruit
*When people fall in love with you, they turn to stone!*
**Passive.** You gain the following benefits.
- Advantage on Persuasion checks.
- You can innately cast the following spells.
At will: calm emotion, charm person, enthrall, mass suggestion.
**Active.** (Action) You can shoot love arrows against charmed enemies to turn them to stone. A charmed creature must succeed on a Wisdom or Constitution saving throw or become petrified.
You can release the petrification as a bonus action.
#### Float-Float Fruit
*You've gained the ability to float!*
**Passive.** You gain the following benefits.
- 30ft. flying speed with the ability to hover.
- You can innately cast the following spells.
At will: telekinesis (spellcasting ability Con/Int/Cha).
\columnbreak
#### Venom-Venom Fruit
*You can turn your body into deadly poison!*
**Passive.** You gain the following benefits.
- Immunity to poison damage.
**Active.** You gain the following combat options.
- **Venomous Hydra:** (Action, Recharge after a Long Rest) You can create a venomous hydra that lasts for three turns and deals 1d8 damage with its bite. the hydra is connected to you and lasts for three turns. You can attack with the hydra again, as a bonus action, at the start of each turn. Targets must make a con. save or be poisoned for 1 minute.
Targets that recover from your poison are immune to it forever.
#### Glare-Glare Fruit
*You can read people's minds!*
**Passive.** You gain the following benefits.
- Proficiency in Insight and Perception, or expertise if you are already proficient.
- (1 hand lens) Advantage on Insight and Perception checks.
- (2 hands lenses) You can see trough objects within 30ft. The vision can penetrate 3ft. of stone, 1 ft. of metal, or up to 5ft. of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
- (2 hands reverse lenses) You can innately cast the following spells.
At will: clairvoyance, detect thoughts.
#### Heal-Heal Fruit
*Your tears have the power to heal!*
**Passive.** **Passive.** You can innately cast the following spells.
At will: cure wounds, lesser restoration.
Wisdom mod/Day: greater restoration, heal.
You can cast these spells at higher level (up to your Wisdom modifier).
> ##### Shanks speaking to Buggy:
> "I heard they are incarnations of the sea devil. Supposedly, if you eat one, you will gain devil powers... but the sea will hate you and take your ability to swim!"
Devil Fruits are said to be the fruits of the Sea Devil and that the secret to their power is hidden in the Grand Line. Because encounters with them are rare (especially outside the Grand Line), a number of rumors about them have risen, making it difficult to tell whether some things are fact or fiction. Because of their power, if sold they can expect to fetch well over **100,000 GP**, and Devil Fruit users themselves are sold at market prices as slaves. Of course, individual Fruits each have their differences in price, dependent on the powers bestowed.
\columnbreak
#### Barrier-Barrier Fruit
*You can create force fields!*
**Passive.** You gain the following benefits.
- Your melee weapon attacks deal an additional (1d10+Int) force damage.
- You can innately cast the following spells.
At will: forcecage, force dart, wall of force.
You can cast these spells at higher level (up to your Intelligence modifier).
#### Arms-Arms Fruit
*You are the weapon!*
**Active.** (Bonus Action) You can turn any part of your body into a nonmagical weapon or tool up to large size. Ranged weapons don't need ammo to shoot.
Gain proficiency with all ranged weapons.
#### Puff-Puff Fruit
*You can create a genie!*
**Active.** (Action, once per level up, does not stack.) You can use the wish spell
\pagebreakNum
## Zoan Devil Fruits
Zoan Devil Fruits allow the user to transform into animals of all kinds, gaining the strengths and benefits of that animal.
When a user gains a Zoan power, they can change form, from human, to half beast, to beast.
While you are transformed in the beast form, the usual *wild shape* rules apply. You assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
Roll a d8 and refer to the following table to determine a random Zoan fruit.
| d8 | Zoan Devil Fruit |
|:---:|:-----------:|
| 1 | Ox-Ox Fruit, Bison/Giraffe Model |
| 2 | Tweet-Tweet Fruit, Falcon Model |
| 3 | Cat-Cat Fruit, Leopard Model |
| 4 | Elephant-Elephant Fruit |
| 5 | Dino-Dino Fruit, Allosaurus Model |
| 6 | Human-Human Fruit, Buddha Model |
| 7 | Tweet-Tweet Fruit, Phoenix Model |
| 8 | Fish-Fish Fruit, Dragon Model |
\columnbreak
#### Ox-Ox Fruit, Bison Model
**Passive.** You gain the following benefits.
- Proficiency in Athletics, or expertise if you are already proficient.
**Human-Beast Form.** You gain the following benefits.
- **Charge:** (Trait, recharge 4 turns) If you move at least 15ft straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra (2d8) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
- **Gore:**
**Beast Form.** (Action, Recharge after a Long Rest) You can transform into a mighty bison for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
#### Cat-Cat Fruit, Leopard Model
**Passive.** You gain the following benefits.
- Proficiency in Stealth, or expertise if you are already proficient.
**Human-Beast Form.** You gain the following benefits.
- **Keen Hearing and Smell:** (Trait) You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- **Pounce:** (Trait, recharge 4 turns) If you move at least 15ft straight toward a target and then hit it with an attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
- **Bite:** (Action) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d10+4 piercing damage.
- **Claw:** (Action) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d8+4 slashing damage.
**Beast Form.** (Action, Recharge after a Long Rest) You can transform into a great leopard for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
\columnbreak
#### Elephant-Elephant Fruit
**Passive.** You gain the following benefits.
- Proficiency in Athletics, or expertise if you are already proficient.
**Human-Beast Form.** You gain the following benefits.
- **Trampling Charge:** (Trait, recharge 4 turns) If you move at least 15ft straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 2d8 piercing damage, and it must succeed on a Strength saving throw or be knocked prone.
- **Gore:** (Action) (recharge 4 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 2d8+4 piercing damage.
- **Stomp:** (Action) ( recharge 3 turns) Melee Weapon Attack: to hit, reach 5ft, one prone target. Hit: 2d10+4 bludgeoning damage.
**Beast Form.** (Action, Recharge after a Long Rest) You can transform into a mighty elephant for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
\pagebreakNum
#### Human-Human Fruit, Buddha Model
**Passive.** You gain the following benefits.
- Proficiency in Athletics and Constitution saving throws, or expertise if you are already proficient.
**Buddha Form.** (Action, Recharge after a Long Rest) You can transform into a Golden Buddha for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
\pagebreakNum
#### Tweet-Tweet Fruit, Phoenix Model
**Passive.** You gain the following benefits.
- Resistance to fire, poison, grappled, paralyzed, petrified, poisoned, prone, restrained.
**Human-Elemental Form.** You gain the following benefits.
- **Wings:** You have 60ft flying speed.
- **Fire Form:** (Trait) You can move through a space as narrow as 1ft wide without squeezing. Any creature that touches you while within 5ft of you takes 1d10 fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 1d10 fire damage. The creature takes 1d10 fire damage at the start of each of its turns. While in your space
- **Regeneration:** (Trait, recharge 4 turns) You regain 10 hit points at the start of your turn if you have at least 1 hit point.
- **Fiery Talons:** (Action, recharge 4 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 2d10 fire damage.
**Elemental Form.** (Action, Recharge after a Long Rest) You can transform into a fiery phoenix for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
\columnbreak
___
> ## Fiery Phoenix
>*Medium Elemental, same alignment*
> ___
> - **Armor Class** 13
> - **Hit Points** same (15d8+90)
> - **Speed** 30ft, fly 60ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18(+4)|22(+6)|23(+6)|same|same|same|
>___
> - **Saving Throws** same
> - **Damage Immunities** fire, poison.
> - **Condition Immunities** grappled, paralyzed, petrified, poisoned.
> - **Senses** darkvision 30ft, same passive Perception
> - **Languages** same
> - **Challenge** 10 (5900 XP)
> ___
> ***Fire Form.*** The phoenix can move through a space as narrow as 10cm wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 1,5m of it takes 11 (2d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.
>
> ***Regeneration.*** The Phoenix regains 15 hit points at the start of its turn if it has at least 1 hit point.
>
>### Actions
> ***Multiattack.*** The phoenix makes two attacks with its fiery talons.
>
>***Fiery Talons.*** *Melee Weapon Attack:* PB+6 to hit, reach 1,5m, one target. *Hit:* 24 (4d8+6) fire damage.
\pagebreakNum
#### Fish-Fish Fruit, Dragon Model
**Passive.** You gain the following benefits.
- Immunity to fire damage.
- Proficiency in Athletics and Charisma saving throws, or expertise if already proficient.
**Human-Dragon Form.** You gain the following benefits.
- **Wings:** You have 30ft flying speed.
- **Superior Senses:** You have 10ft blindsight and 60ft darkvision.
- **Fire Breath:** (Action, Recharge 6) You exhale fire in a 15ft cone. Each creature in that area must make a Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one.
- **Bite:** (Action, recharge 3) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d10 piercing damage.
- **Claw:** (Action) Melee Weapon Attack:to hit, reach 5ft, one target. Hit: 1d8 slashing damage.
**Dragon Form.** (Action, Recharge after a Long Rest) You can transform into a Dragon (roll for model) for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.
\pagebreakNum
## Logia Devil Fruits
Logia Devil Fruits are the most rare and the most powerful type of fruit, but with extreme power comes extreme effort. You can use an action to enter into your fruit's elemental form for 10 minutes, or until dismissed as a bonus action. When you revert to your normal form you gain 1 point of exhaustion.
Roll a d6 and refer to the following table to determine a random Logia fruit.
| d6 | Logia Devil Fruit |
|:---:|:-----------:|
| 1 | Smoke-Smoke Fruit |
| 2 | Sand-Sand Fruit |
| 3 | Flame-Flame Fruit |
| 4 | Rumble-Rumble Fruit |
| 5 | Ice-Ice Fruit |
| 6 | Glint-Glint Fruit |
## Smoke-Smoke Fruit
**Passive.** Your body is made of smoke, granting you the following benefits.
- Resistance to fire, poison, Acid and Thunder damage.
- 15ft flying speed.
- Proficiency in Acrobatics and Dexterity saving throws, or expertise if you are already proficient.
- You are considered an *Elemental*.
**Smoke Form.** (Con mod per day, 10 mins) You gain the following benefits.
- **Condition Immunities:** grappled, paralyzed, petrified, prone, restrained. By non-haki users.
- **Smoke Magic:** You can cast the following spells.
*Once Per Long Rest*: fog cloud, blindness.
*Constitution modifier/Day:* Choking cloud.
You can control the smoke you create using fog cloud. As a bonus action you can move the cloud up to 10ft, or you can attempt to use the smoke to grapple and strangle your enemies. Each creature of your choice inside the cloud must succeed on a Strength, or Dexterity saving throw, or become grappled, restrained and suffer 1d8 bludgeoning damage. Lasts for 1 minute, can be blown away by a heavy wind.
- **Smoke Punch:** (Action) Melee Weapon Attack: to hit, reach 10ft, one target. Hit: 1d8 bludgeoning damage.
- **Smoke Evasion:** (Reaction, recharge 5) You halve the damage that you take from an attack that hits you. You must be able to see the attacker.
## Sand-Sand Fruit
**Passive.** Your body is made of sand, granting you the following benefits, but if you are hit by water, the traits marked with **(W)** don't function until the start of your next turn.
- **(W)** Resistance to poison; Fire, Thunder damage from nonmagical attacks.
- **Debilitating Touch:** (Action, Recharge 5) You can suck out the water from your enemies. Any creature you touch must succeed a Constitution saving throw or suffer 3d8 necrotic damage.
- Proficiency in Athletics and Strength saving throws, or expertise if you are already proficient.
- You are considered an *Elemental*.
**Sand Form.** (Con mod/per day, 10 mins) You gain the following benefits.
- **(W) Damage Immunities:** poison; Fire, Thunder damage from nonmagical attacks.
- **(W) Condition Immunities:** grappled, paralyzed, petrified, prone, restrained. From non-haki users.
- **Sand Magic:** You can cast the following spells.
*Per long rest*: bones of the earth, earth tremor, wall of sand.
*Constitution modifier/Day:* Maximilian's earthen grasp.
You can control the sand you create using these spells. As a bonus action you can move the sand up to 20ft, or you can make a *Debilitating Touch* against each creature in contact with you, or your sand.
- **Sand Punch:** (Action) Melee Weapon Attack: to hit, reach 10ft, one target. Hit: 1d8 bludgeoning damage.
- **Sand Shield:** (Reaction, per short rest) You erect a 3x3m wall of sand to protect you from incoming attacks. The wall has 30 hit points and an AC of 12.
\columnbreak
## Rumble-Rumble Fruit
**Passive.** Your body is made of lightning, granting you the following benefits.
- Resistance to lightning, poison, thunder; from nonmagical attacks.
- **Lightning Strike:** (Action, Recharge 5-6) You call down lightning to strike a point you can see within 60ft. Each creature in a 5ft radius around that point must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one.
- You can take one Reaction on every turn of combat.
- Proficiency in Dexterity saving throws, or expertise if you are already proficient.
- You are considered an *Elemental*.
**Lightning Form.** (Con mod per day, 10 mins) You gain the following benefits.
- **Damage Immunities:** lightning, poison, thunder; from nonmagical attacks.
- **Condition Immunities:** grappled, paralyzed, petrified, prone, restrained. From non-haki users
- **Lightning Magic:** You can cast the following spells.
*Per short rest:* call lightning, shocking grasp, storm sphere, thunder step.
*Constitution modifier/Day:* lightning bolt.
- **Lightning Punch:** (Action) Melee Weapon Attack: to hit, reach 10ft, one target. Hit: 1d8 lightning damage.
- **Lightning Dash:** (Reaction, Recharge 6) You can move straight, up to twice your speed without provoking attacks of opportunity. All creatures within 5ft of your passage must succeed on a Dexterity saving throw or suffer 3d10 lightning damage
\pagebreakNum
## Ice-Ice Fruit
**Passive.** Your body is made of ice, granting you the following benefits.
- Resistance to cold, poison; Fire, Radiant damage from nonmagical attacks.
- Proficiency in Athletics and Constitution saving throws, or expertise if you are already proficient.
- You are considered an *Elemental*.
**Ice Form.** (Con mod per day, 10 mins) You gain the following benefits.
- **Damage Resistances:** fire.
- **Damage Immunities:** Cold, poison; Fire, Radiant damage from nonmagical attacks.
- **Condition Immunities:** grappled, paralyzed, petrified, prone, restrained. From non-haki users
- **Ice Magic:** You can cast the following spells.
*Per short rest:* ice knife, ice storm, wall of ice.
*Constitution modifier/Day:* cone of cold, freezing sphere.
- **Ice Punch:** (Action) Melee Weapon Attack:to hit, reach 5ft, one target. Hit: 1d8 bludgeoning damage.
- **Ice Cocoon:** (Reaction, recharge 5) You can surround yourself by a protective barrier of ice until the start of your next turn. The ice has 30 hit points and an AC of 12. Each creature in a 5ft radius around you, when the cocoon is formed, must make a Constitution saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one.
\columnbreak
## Glint-Glint Fruit
**Passive.** Your body is made of light, granting you the following benefits.
- Resistance to poison, radiant, and necrotic damage from nonmagical attacks.
- **Light Beam:** (Action, Recharge 5-6) A bright beam of light flashes from your pointing finger to a point you can see within 30ft then blossoms into an explosion of flame. Each creature in a 15ft radius around that point must make a Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as
much damage on a successful one.
- You are permanently under the effect of the *Expeditious Retreat* spell.
- Proficiency in Dexterity saving throws, or expertise if you are already proficient.
- You are considered an *Elemental*.
**Light Form.** (Con mod per day, 10 mins) You gain the following benefits.
- **Damage Immunities:** poison, radiant, necrotic damage from nonmagical attacks.
- **Condition Immunities:** blinded, grappled, paralyzed, petrified, prone, restrained. From non-haki users
- **Light Magic:** You can cast the following spells.
*At will:* daylight, spiritual weapon, searing smite.
*Constitution modifier/Day:* sunbeam.
- **Light Speed Kick:** (Action) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d8 bludgeoning damage
- **Blinding Light:** (Reaction, recharge 5) You flash with intense light to distract your enemies. You add 4 to your AC against one attack that would hit you. This effect doesn't function against creatures that don't rely on sight for their attacks.
\pagebreakNum
The Age of Flintlock
Firearms for D&D 5E
A Flintlock Firearm System for D&D 5E
\pagebreakNum
### 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!
\pagebreakNum
### 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.
> #####
### 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|
> #####
\pagebreakNum
### 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.
\columnbreak
#### 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.
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#### 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
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### 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!***