The extent of firearms use in any specific Realms campaign is up to the DM. If the DM chooses to introduce firearms in his crusade, it should take at least several years to several decades for the weapons to become normally available. One significant exploitation 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 anesthetic thieves. The Lantanese were quick to copy the design of these “ starwheels ”, and have started producing them “ locally ”. identical big, crude bombards are made and used by the Red Wizards of Thay, and some of these siege guns are in the Pirate Isles. The Lantanese have mastered matchlock weapons-making, and can regularly produce high-quality matchlock pistols, matchlock arquebuses, matchlock calivers, and matchlock muskets ( with accelerator rests ). They can besides produce hand match ribalds for armies, ampere well as matchlock blunderbusses. All Lantanese firearms are stamped with the mark of Gond on the butt or grip of the weapon. Firearms are becoming more and more far-flung in Faerûn as Lantanese priests of Gond the Wondermaker are making and spreading them throughout the Realms. In Mystara, smokepowder and firearms are lone manufactured in the region known as the Savage Coast. All firearms from the Savage coast are wheellock. In Dragonlance, putter gnomes do create some primitive firearms, but due to the reputation of gnomish ruse, firearms are not far-flung, and are limited to alone handgunnes and arquebuses. In Greyhawk, gunpowder and smokepowder do not function. however, the restriction on smokepowder is alone genuine on Oerth itself, and it functions as normal elsewhere in Greyspace. Outside of the Fogotten Realms and Spelljammer, firearms have a vary degree of bearing. Besides ammunition, all firearms besides require charming smokepowder to affair. A package contains enough powder for 5 shots of a firearm, while a keg holds adequate powder for 500 shots. Handgunne Balls. Handgunnes shoot big run balls that are plainly smaller versions of cannon balls. The price given is for 1 ball. lead guess can be loaded into any firearm that normally fires bullets. Loading a firearm with lead inject halves its Normal and Long Ranges, but imparts the Spread property on the attack. lead Shot. Lead nip consists of many bantam lead balls that are packed into the barrel of the firearm together. Bullets. Bullets are lead spheres used for unmarried target attacks. When loaded with a bullet train, a firearm functions as written. Hooked. A weapon that has the hook property is designed to be fired entirely when hooked onto a especial pitchfork ( 1 general practitioner, 2 pound, ) –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 quality moves after hooking the weapon, or drops the weapon, the weapon is no long 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 peer to or higher than the number in brackets. dispersed. When attacking a target within half this weapon ‘s convention range, roll an extra wrong fail and add it to the weapon ’ randomness damage. When fired at long compass, you may apply the fire roll to an extra animal within 5 feet of the target. Roll wrong against the secondary coil aim individually. Any blacksmith could conceivably build or repair a firearm if given the designs or a specimen to copy. As most firearms ignite their gunpowder with a slow burn cord match, a firearm besides has a 25 % find ( 1-5 on your attack roll ) of not firing in heavy rain, and a 10 % gamble ( 1-2 on your attack coil ) of not firing in abstemious rain. A firearm that does not fire wastes the smokepowder used for that tear, but does not waste any ammunition. Firearm. The firearm property functions as the Ammunition and Loading properties, except that you can forego one assail or use a bonus action to reload it in order to fire it again on the like twist. Reloading a firearm requires two hands. Handgunne. The most basic firearm, a handgunne is a miniature cannon fitted on the end of a long pole. This pole functions as the weapon ‘s “ branching ” for the purpose of hook, and is integrated into the weapon. A lantanese musket comes with a pivot pitchfork integrated into the purpose, increasing the weapon ‘s cost and system of weights accordingly. Musket. A marskman ‘s gun, a musket has farseeing barrel three to four feet long and a heavy wooden stock, allowing for greater accuracy than all other firearms. Caliver. basically half-way between a musket and an arquebus, a caliver has a higher bear and heavier barrel than the arquebus, but is otherwise identical in design. Arquebus. A scaled down version of the much larger musket, the arquebus is the long gunman most adventurers are probably to encounter, as it strikes a good remainder between size and power. An arquebus normally has a full moon stock, but many only have a cut-down stock. The blunderbuss is the prefer weapon of clerics of Gond, and is often called a “ Gondgun ” by others. Blunderbuss. The short of the long gun, a blunderbuss alone has a barrel around one foot long, sometimes less, which much ends in a flare muzzle. Most blunderbusses have a full stock, but some are made with lone a pistol grapple. Despite its short circuit range, a pistol is calm a formidable weapon, and is frequently used as a self-defense weapon. due to this, pistol grips much have metallic butt that allow them to be used as effective clubs. Pistol. The smallest and most compact firearm, the pistol is besides one of the rare firearms, as most people not only prefer firearms with longer scope, but the pistol itself requires greater craft to trade. only an technical clocksmith, a cleric of Gond, or an armorer can build or repair a wheellock firearm. Any firearm that uses bullets as ammunition can be constructed as a starwheel, using a wheellock mechanism rather 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. A character can bind extra grenades to the capitulum of a foeshredder to effectively create a dense explosive charge. Each grenade attached to the foeshredder increases the price by 1d6 ( to a maximal of 10d6 ), and the collapse radius by 5 feet ( to a utmost of 20 feet ). An explosive can be rigged with a longer fuse to explode after a set total of time, normally 1 to 6 rounds. Roll inaugural for the explosive. After the adjust total of rounds goes by, the explosive explodes on that enterprise. Ribald Volley. The bawdy fires a fusillade of shots in a 60-foot cone. Each animal in that area must make a DC 15 Dexterity saving throw, taking 44 ( 8d10 ) pierce damage on a failed save if all of the weapon ‘s barrels are loaded, or 22 ( 4d10 ) acute wrong if only half the weapon ‘s barrels are loaded. A animal takes half as much damage on a successful write. Before it can be fired, the ribald must be loaded. It takes one action to load half of the weapon ‘s barrels, and one legal action to fire it. Ribalds fire a volley of lead shoot 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 foe armies with holes. Besides Cannons ( DMG, pg 255 ) employed by the wizards of Thay and the pirates of the Pirate Isles, the world of Faerûn is besides home to organ guns, AKA ribalds. Smokebomb. A smokebomb consists of a wooden tube filled with alchemic compounds and smokepowder. As an natural process, a creature can light a smokebomb and throw it at a detail up to 60 feet away. One round after a smokebomb lands, it emits a cloud of smoke that creates a heavily confuse area in a 20-foot radius. A chasten weave ( at least 10 miles per hour ) disperses the fume in 4 rounds ; a strong wreathe ( 20 or more miles per hour ) disperses it in 1 round off. Foeshredder. A foeshredder is a specialized grenade with an affiliated cover, allowing it to be give twice as far. A foeshredder functions identically to a grenade except that it can be thrown up to 120 feet away. Smokepowder. Smokepowder functions as Gunpowder does, as detailed on foliate 267 of the Dungeon Master ‘s Guide, except as follows : Smokepowder is an Uncommon fantastic detail, it explodes if set on open fire, dropped, or otherwise handled roughly, it deals the list damage in a 20-foot radius when it explodes, setting fire to an snow leopard of it causes a small plosion preferably than a slow burn, and casting disperse magic trick on it renders it permanently inert. Grenade. A grenade is a ball-sized cast-iron spheres packed with gunpowder and fitted with a slow-burning wick. As an action, a animal can light a grenade and throw it at a detail up to 60 feet away. Each creature within 5 feet of that item must make a DC 12 Dexterity saving throw, taking 3d6 pierce price on a fail write, or one-half as much damage on a successful one. As an military action, a fictional character can light the rocket and aim it a orient up to 60 feet away. The rocket flies towards the chosen sharpen and each animal within 5 feet of that point must succeed on a DC 12 Dexterity saving give or take 3d6 fuel damage. Shou Rocket. Explosive rockets used as portable ( if slightly inaccurate ) siege or confirm weapons in the Shou Empire of Kara-Tur ; Shou rockets are fired off of a reclaimable wooden sled ( 4 pound, 5 sp ) that aims the weapon. No charming versions of firearms have presently appeared in the Realms, but given the tendency of artificers to play around with the latest toy dog, it is alone a matter of time before the barbarous musket or the +1 blunderbuss appears on the picture. They will be very rare, more likely found in the king ‘s armory than in a draco ‘s lair or the grave of an ancient lich. Each barrel can be reloaded individually, or both barrels can be reloaded as an action. Each barrel can be fired individually, or both can be fired at the same time, allowing you to perform two attacks alternatively of one. These attacks must both target the lapp creature and your range is halved for them. This magic starwheel firearm has two parallel barrels, either side by side or one over the early. Each barrel has its own trip and finely crafted wheellock mechanism, far more complex and intricate that that on a normal starwheel. combination Weapons that can be used as starwheel arquebuses besides exist, but these are always built out of melee weapons with long hafts, such as halberds or pikes.
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This charming weapon can be used either as normal, or it can be used as a starwheel pistol, without the need to switch weapons. The pistol mechanism must placid be reloaded after every tear. This melee weapon has a wheellock mechanism cautiously built into it, and is created in such a way that it ‘s absolutely balanced to be used as both a melee weapon and as a pistol. so you wish to ignore the Magical Firearms sidebar ? great ! here ‘s some new charming firearms and detail you can use to populate your prize hordes and merchant inventories. once the commission is determined, roll 1d4 ( or 2d4 if the target was within long crop ). The result is the phone number of squares in the determined direction by which the explosive misses its sign. first, roll a d8. The consequence determines the direction in which the explosive misses. If a character misses the attack bun, the explosive rolls, bounces, or otherwise ends up in a different square than the aim ‘s. If the target is a square with a creature in it, use the animal ‘s AC. If the prey is a square with an aim in it, such as a table, use the “ Object Armor Class ” rules on page 246 of the DMG. If the aim is an empty squarely, treat it as having an AC of 10. If you want an chemical element of risk to the use of explosives, treat them as improvised Ranged Weapons with a range of 30/90 ft. and which require an fire roll to throw accurately. This table attempts to conform to the curio and distribution of firearms in the Realms, with the common arquebus and blunderbuss being the most likely rolls, and the starwheel pistols and arquebuses used by spelljammer crews being the least likely rolls. If you ever need to randomly generate a firearm or survival of firearms, such as when creating a care for roll up or filling out a shop ‘s inventory, you can use the follow table. even if you wish firearms to be rare, actual ammunition should be easily gettable, as making it is not unmanageable. As magic items are meant to be acquiredd meagerly, Smokepowder should be available in large enough quantities that it can keep your party supplied for a while. If you wish to keep firearms as rare and cryptic as magic trick items, you can use the watch chart to determine the price and handiness of firearms and relate items. normally no class is adept with firearms. however, if you wish firearms to be common adequate that characters in your game can be technical with them from the start, then they can be divided as follows : These follow rules are meant to aid a Dungeon Master intent on running a game featuring firearms, and are auxiliary to the main document .
Weapon ( starwheel pistol ), rare
This starwheel pistol has 1d4+2 barrels arrayed in a roll traffic pattern. When you fire this weapon, the pistol cycles to the following load barrel and aligns it to the displace mechanism, allowing it to be fired once for every load barrel, without the indigence to reload in-between shots .
Each barrel can be reloaded individually as normal, or all barrels can be reloaded as an legal action .
The number of barrels determines what this type of pistol is called, such as 4-Shot Pistol or 6-Shot pistol .
Weapon ( any firearm that deals piercing damage ), rare
This firearm is made of blue steel and ebony forest, and handling it seems to produce no sound, not evening when it brushes against other objects .
You have a +1 bonus to attack and damage rolls made with this magic weapon. additionally, attacks made with this charming firearm produce no visible flaunt or audible noise .
Weapon ( pistol ), rare ( requires attunement )
This matchlock pistol has a flared gun muzzle decorated to look like a dragon ‘s agape trap, and the rest of the barrel is covered in modest scales .
When you load this magic weapon with lead inject, its normal and long ranges are not halved .
Whenever you make an attack with this magic weapon, all creatures within 5 ft. of where it strikes must make a DC 12 Dexterity saving throw or take 3d6 fire damage .
Weapon ( starwheel pistol ), rare ( requires attunement )
This pistol is designed to to vaguely resemble a quipper pisces. Its barrel is covered in scales and conventionalized fins, and ends in a fanged trap resembling a quipper ‘s .
Whenever you make an attack with this charming weapon and fire lead shot, the weapon unleashes repeated volleys of pellets. rather of making an attack peal against the target ‘s AC, the target must make a Dexterity saving throw against a DC of 8 + your attack bonus. On a fail economy throw the target takes 2d10 points of damage, plus your dexterity changer, or half as a lot on a successful one .
Targets at long crop have advantage on this saving confuse .
Weapon ( starwheel arquebus ), rare
This arquebus has two hollow tubes inside the stock. One metro can be filled with seven attacks worth of smokepowder and the other with seven loads of ammunition ( bullet train or film ), in addition to the smokepowder and bullet train that can be loaded down the barrel .
If you lower this charming weapon after making an assail with it, the clockwork mechanism inside of it rotates the chamber to align with the gunpowder metro, allowing it to fill with powder, before aligning with the second metro, allowing it load ammunition .
When you then raise the firearm, the chamber aligns itself with the barrel, allowing you to fire the besotted ammunition without the need to reload .
Each bullet and powder charger can be loaded individually as normal, or all eight can be loaded as an carry through .
If you load the ammunition tube with a mix of bullets and spark advance shoot, the firearm will load them into the chamber in the like order in which they were loaded into the tube .
Weapon ( starwheel musket ), rare ( requires attunement by an craftsman, sorcerer, warlock, or ace )
This wheellock musket is made of a stark white, fluent material, like to ivory, and etched with intricate, arcane patterns .
As an action, you can use this weapon to perform a spellstrike. A spellstrike is similar to a ranged weapon attack, except that you cast a single offensive cantrip as character of the attack. This cantrip must be one that has a cast meter of 1 action, deals damage to one or more targets, and has a range greater than 10 feet .
If the fire hits, the aim takes both the damage of the musket and the damage of the cantrip, even if the cantrip would normally require a rescue shed to harm a prey .
If the cantrip normally harms multiple targets, then the spellstrike only harms the aim of the musket attack .
A spellsniper musket counts as an arcane focus, and you can provide bodily components for spellcasting even while holding it with two hands .
Weapon ( revolving door ), fabled ( requires attunement )
A great weapon of stranger lineage, some say the Firebrand was crafted by Gond himself, while those on other worlds attribute it to any number of other gods, such as Murlynd, Hephaestus, or even Reorx .
The Firebrand appears much as a normal revolver ( See DMG p. 268 ), but its cylinder is loaded with six empty, brass cartridges .
The Firebrand magically fills these empty cartridges with ammunition when the trigger is squeezed. As a result, you never need to reload the Firebrand and it does not require ammunition unless you wish to load it with charming ammunition .
A cartridge manually loaded with a charming fastball but no powder does not magically generate any gunpowder when the pistol cycles to that cartridge.
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If you have entree to mod bullets, you can load them into the Firebrand as into a normal revolving door .
You have a +3 bonus to attack and damage rolls made with the Firebrand. additionally, you can use a bonus action to attack with the Firebrand on each of your turns, you do not add your Dexterity changer to the damage of the bonus attack, unless that modifier is negative .
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