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Custom Firearms & Explosives - The Homebrewery

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Published by goroiamanuci, 2023-03-18 10:50:04

Custom Firearms & Explosives - The Homebrewery

Custom Firearms & Explosives - The Homebrewery

Custom Firearms & Explosives Firearms in the world Firearms are becoming more and more widespread in Estris as the priests of Purphoros the forge masters are making and selling them throughout the lands. With their ease of use and and superior damage, firearms have quickly taken over as the primary weapon for militaries, with crossbows being all but forgotten and bows relegated to the wild hunters and silent assassins. Its now common to hear the sound of black powder on every battlefield across Estris Creating a firearm Every firearm is a combination of three components, a barrel, a loading mechanism and a grip. Each component affects the properties of the weapon and combining the right properties for your needs is key to creating your own personalized firearm. When creating a new firearm choose one option for each component. Component 1 - Barrel A gun barrel determines the base range, damage and weight of the weapon, the larger the barrel the more strength the wielder needs to be able to fire it without issue. Component 2 - Loading mechanism The loading mechanism determines how quickly the weapon can be prepared to fire again. The chamber time shows the action needed to prepare the weapon for its next shot, taking this action uses one ammunition and readies the weapon to attack again. Given the delicate nature of the gears and springs, the more complex reload mechanisms cannot survive the use of larger ammunition. Component 3 - Handle The weapon handle contributes to how accurate the user can be with the weapon as well as how much of the weapons recoil can be absorbed before it impacts the users. Barrel Name Cost Damage Weight Strength Range Heavy 100gp 1d10 piercing 15 lb. Str 15 100/400 Light 25gp 1d6 piercing 5 lb. - 50/150 Medium 75gp 1d8 piercing 10 lb. Str 13 80/320 Loading Mechanism Name Cost Chamber Time Damage Properties Breech 25gp Bonus Action +1 die step - Leaver 50gp Bonus Action /, Item Interaction - Magazine (6) Starwheel 150gp - -1 die step Magazine (6) Handle Name Cost Strength Range Properties Pistol Grip 10gp 0 -20ft Light Shotgun Brace 15gp 0 - - Shoulder Stock 25gp -2 +50ft Two-handed Example Firearms Name Cost Damage Strength Weight Range Properties Heavy Breech Rifle 150gp 1d12 piercing Str 13 15 lb. 150/600 Firearm, Two-handed Heavy Starwheel Pistol 260gp 1d8 piercing Str 17 15 lb. 80/320 Firearm, Magazine (6), Light Medium Leaver Shotgun 135g 1d8 piercing Str 13 10 lb. 80/320 Firearm, Magazine (6) Medium Breach Rifle 125gp 1d10 piercing - 10 lb. 130/520 Firearm, Light Starwheel Pistol 185g 1d4 piercing - 5 lb. 30/120 Firearm, Magazine (6), Light Light leaver rifle 100gp 1d6 piercing - 5 lb. 100/400 Firearm, Magazine (6),Two-handed


Weapon Modifications While many firearm users are happy with their new weapon and its abilities, some enthusiasts take creating their own personal firearm another step, modifying the weapon to fit a very specific function. A firearm can only have one modification, which represents a significant change to the frame and function of the firearm to specialize it to a specific task. Double Barreled Requirements Any non-starwheel firearm Cost Double the base cost Weight Increased by 50% Description A second barrel and loading mechanism is added to the firearm, allowing the user to quickly shoot the second barrel by double-tapping the trigger. Properties The firearm losses the light property Strength requirement is increased by 2. Both barrels are reloaded at once, at the cost of two ammuntion. When you take the Attack action and attack with this weapon, you can use a bonus action to make another attack. You don’t add your ability modifier to the damage of the bonus attack Rifled & Scope Requirements Shoulder Stock handle Cost 125gp Weight 2lb. Description By having the barrel specially crafted and using a precise set of lenses this firearm has become much more accurate at shooting targets at range. Properties The range of the firearm is increased by 50% Allows sneak attack with the firearm Ignores half cover if you haven’t moved this turn. The user has disadvantage to attacks within 50ft Pocket Pistol Requirements Pistol grip handle Cost 125gp Weight Reduce by 50% Description By compacting the barrel and loading system a weapon can be made small enough to hide from inspection. Properties Reduce the range by 50% -1 die step to the damage -2 str requirement. Cannot attach accessories Gain the Concealed property Strength Requirements The minimum strength requirement is 13, any effect that reduces the requirement below 13 removes it all together. Any effect that adds to the requirement where it starts without one treats the starting value as 11. Example: Adding a pistol grip to a light barrel would be calculated as if the light barrel had a strength 11 requirement. The calculation would be 11+2 making the weapon strength 13 to use. Weapon Properties With the signiticant changes between firearms and other ranged weapons, new properites have been implimented to represent how they function differently to other weapons in the system. The following is a list of new properites that firearms can gain from their components or modifications. Firearm. All black powder have the firearm property, these weapons are inherently inaccurate and difficult to aim accurately, only Light firearms are able to be used to make sneak attacks. Loud. All black powder weapons have the loud property, they created an audible boom after being fired. This sound can be heard up to 500 feet away, emanating from the weapon. Magazine. You can use a weapon that has the Magazine property to make a Ranged Attack only if you have ammuntion to fire left in the Magazine. Each time you Attack with the weapon, you expend one ammuntion, The quanitiy of ammuntion in a Magazine is denoated within the brackets. Once Empty it takes an action to fully reload a Magazine. Concealed. Items with this property are often very small and easily hidden on your person. Items with the Concealed property can be hidden on your person over the course of a minute. If done so, it takes a DC 15 Perception check to notice the item. Alternatively, you can make a Dexterity Sleight of Hand check to hide it on your person, taking the number rolled as the Perception check DC necessary to notice the item. Damage Die To calculate the damage of your firearm start with the die of your barrel then move up or down the die scale based on the loading mechanism used. Die step 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12.


Accessories Unlike modifications, accessories can easily be added or removed from a firearm to add additional properties to the weapon. Attaching or removing an accessory is a bonus action, allowing for the quick change of accessories as the battle demands. Bayonet - Knife. A utility knives with a lug and/or muzzle ring to attach to the barrel of a firearm, these knives work as daggers when not attached or weild like shortsword when attached to the firearm. Bayonet - Socket. A spike with a triangular crosssection rather than a flat blade as well as a flat side towards the muzzle and two fluted sides outermost to a length of 15 inches. These bayonets allow firearms to work as makeshift spears though are mostly useless when not attached. Hook Stand. A long wooden stand attached to the barrel of the rifle, normally with a spike at the end. Once deployed the stand allowed better support of larger weapons without the need for the user to support the full weight. Iron Sight. A system of physical alignment markers (usually made of metallic material) used as a sighting device to assist the accurate aiming of the firearm. These allow more accurate aiming of the rifle against closer targets. Shield Brace kit. A set of parts and instructions allowing a user to modify a shield to brace their firearm. A user may spend all of their movement for the turn to deploy the shield and brace their two-handed firearm on it. This allows the user to fire the weapons while still benefiting from the protection of the shield. When the user moves, the shield is no longer deployed. Ammunition Firearms have many specialised forms of ammunition which can be loaded and shot where and when needed. When using special ammo, instead of the firearms normal damage, replaced with the damage listed by the ammo. Below a list of the ammo available, as well as their types and chart detailing their name, amount and cost. Buckshot. Given that these rounds fire dozens of small pellets instead of a single shot, Pellet Shot rounds deal 1d6 damage to all creatures within 5 feet of the creature hit. Capsule Made from glass these rounds shatter on impact and disperse the content onto the targets. while commonly used to poison targets or spread alchemist fire, they allow a vial of liquid to be deliverd at range. Concussive Slug When they hit their target, a mixture of thunderstone powder and adamantium dust is ignited, distrupting a targets casting and causing a DC 15 Concentration Dragonbreath With a mixture of alchemist fire and blackpowder these rounds burst out of the firearm in a 15ft cone. The user makes a ranged attack against all targets within the cone and the damage of the weapon is converted to fire. Silver Bullets. These are silvered bullets, with them acting in the same way a Silvered Sword or Silvered Arrow would act. Wax Bullets. Tough, but not enough so to impact, Wax Bullets always deal a flat 1d6 + Dexterity modifier non lethal damage. Accessories Name Cost Weight Requirement Properties Bayonet - Knife 2gp 1 lb. - Melee 1d6 slashing, finesse, -50% range Bayonet - Socket 1gp 1 lb. Shoulder Stock Melee 1d6 piercing, versatile (1d8), polearm, -50% range Hook stand 2gp 3 lb. Heavy Barrel -2 Str Requirement, cannot move during the turn Iron Sight 1gp - - Aim as a Bonus action, ignoring half cover within normal range Shield Brace kit 3gp 1 lb - allows firing tw-handed firearms while holding a shield Ammunition Name Cost Weight Ammount Buckshot 5gp 1 lb. 2 Bullet 1gp 1 lb. 20 Concussive 10gp 1 lb. 1 Capsule 5gp 1 lb. 1 Silver 5gp 1 lb. 10 Dragonbreath 10gp 1 lb. 1 Wax 1gp 1 lb. 20


Grenade Using Grenade With Gunpowder comes not only the controlled destruction of rifles but also the volitile nature of explosives. Throwing a grenade can be done as a single attack or as part of an attack action if the user has mutliple attacks. The user makes a DC 13 Ranged attack roll to hit the intended location. If the attack misses, it still lands within 5 feet off the chosen target, with all saves being made at advantage. Grenade Types Concussive. Designed to counter casters, this grenade unleashes a burst of concussive force. Each creature in a 5 foot radius make a concentration DC 15 or take 2d6 force and loosing concentration, or half damage and maintaining concentration on a successful one Dynamite. Initially designed to clear rocks, Dynamite has proved to be an effective military weapon as well. due to its origins Dynamite deals double damage to structures and objects and can have its fuse deylayed by up to 5 rounds. Each creature in a 20 foot radius make A DC 14 Dexterity saving throw, taking 3d6 Fire damage on a failure, or half damage on a successful one. Each extra stick of dynamite adds 1d6 to the fire damage, 1 to the save DC, 1 to the ranged attack roll DC and 5ft to the area of effect. Fire Bottle. A great rioting tool, the Fire Bottle shatters on contact. Each creature in a 10 foot radius make A DC 12 Dexterity saving throw, taking 2d6 Fire damage on a failure, or half damage on a successful one. The fire it creates persists for an additional 1d6+1 rounds, dealing 1d6 Fire damage to a creature every time it enters or ends its turn the fire. Flashbang. More so for utility than damage, a Flashbang emits a bright light and loud bang when shattered. Each creature within a 15-foot radius of the target must make a DC 14 Constitution saving throw. On a failed save, a creature takes 1d4 thunder damage and is blinded and deafened for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded or deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Grenade. Small and easily thrown, a grenade is a ballsized iron spheres packed with gunpowder and fitted with a slow-burning wick. Each creature in a 10 foot radius make A DC 12 Dexterity saving throw, taking 2d6 Piercing damage on a failure, or half damage on a successful one. Smoke Built to aid rather than hurt, Smoke Grenades release a 20 foot diameter cloud of smoke, which can be blown away by winds 10 miles per hour or stronger. This smoke dispereses after 1 minuite Tanglefoot Though it deals no direct damage, the Tanglefoot Grenade is an effective trap. Each creature in a 10 foot radius make A DC 14 Dexterity saving throw or be Grappled. This lasts until the targets successfully make a DC 12 Strength saving throw to escape the puddle of tar the Tanglefoot Grenade made. Additionally, for the next 8 hours the area the grenade landed in counts as difficult terrain. Grenade Name Cost Weight Damage Save DC Area of effect Range Concussive 25 gp 2 lb. 2d6 force 15 Constitution 5ft 30/90 Dynamite 10 gp 1 lb. 3d6 bludgeoning 14 20ft 20/60 Fire Bottle 5 gp 2 lb. 2d6 fire 12 10ft 20/60 Flashbang 25 gp 2 lb. - 14 Constitution 20ft 30/90 Grenade 15 gp 3 lb. 2d6 piercing 12 10ft 30/90 Smoke 10 gp 3 lb. - - 20ft 30/90 Tanglefoot 25 gp 4 lb. - 14 10ft 30/90


Artillery Siege weapons More powerful than most other conventional weapons seen in 5e, weapons with the Siege property are meant to be used in large scale warfare by a team of users. Weapons with the Siege property deal double damage to structures and objects that they hit. Additionally, weapons with the Siege property are complex, and have multiple stages to their use. Each stage is an action and can be performed by a different person. Loading Load replenishes ammunition, and need not be done until all ammunition is expended, though it requires a DC 12 Strength check to heave the ammunition and powder into position. Aim While not necessary to fire a weapon with the Siege property, if aiming is not performed the attack roll is made at disadvantage. Fire Finally, there is the Fire action, which acts as if taking the attack action with any other Firearm. Special Firearms and Artillery Similar to the lance and net in that they do not follow the conventional rules, the following are weapons with the special property. Mortar. Small, basic mortars designed for sieging and artillery support. Mortar are light and easy to carry, but become vulnerable as the enemy progresses forward. All attacks made within to first range increment of the Coehorn are made at disadvantage, with the second range increment requiring an Aim check or else be at disadvantage as well. Ribald. The ribald fires a volley of shots in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) piercing damage on a failed save if all of the weapon’s barrels are loaded, or 22 (4d10) piercing damage if only half the weapon’s barrels are loaded. A creature takes half as much damage on a successful save. Rockets. Unlike all other firearms and artillery pieces listed, Heavy, Medium, and Light Rockets can only be used once. All creatures in the radius of the attack must make a Dexterity saving throw DC equal 8 + your Dexterity modifier (+ your Proficiency bonus if proficient), on a save taking half the damage. The AOE for light is 5ft, medium is 10ft, heavy is 15ft. Artillery Ammo Like their smaller counterparts, artillery has multiple ammunition types that can be loaded depending on the siutation, below are details about the different effects each shot provides Artillery Shot. These shells can be used by Cannons and Mortar. Explosive Shot. Highly volatile and dangerous, Explosive shells deal an additional 2d8 Fire damage to all creatures within 10 feet of it. Poison Shot. Much like the Smoke Shells in that cloud of gas forms, the Poison Shell creates a 10 foot diameter cloud of poisonous gas, which forces all creatures inside to make a DC 12 Constitution save or else take 1d6 Poison damage and be Poisoned for the next minute. This cloud can be blown away by winds 10 miles per hour or stronger. Shrapnel Shot. Similar to Explosive shells in that they effect a larger radius, Shrapnel Shells deal the damage of an ordinary Cannon or Coehorn shot in a 5 foot radius. Name Cost Damage Weight Range Properties Cannon 2000 gp 6d10 bludgeoning 850 lb. 300/3,000 Reload (1), Siege Mortar 1800 gp 4d10 bludgeoning 60 lb. 150/5,000 Reload (1), Siege, Special Ribald 1250 gp 8d10 piercing 250 lb. 60/- Reload (1), Siege, Special Rocket - Heavy 1500 gp 8d10 piercing 200 lb. 600/2,000 Siege, Special Rocket - Light 500 gp 4d10 piercing 18 lb. 200/2,000 Siege, Special Rocket - medium 1000 gp 6d10 piercing 42 lb. 400/2,000 Siege, Special Ammunition Name Cost Weight Ammount Artillery Shot 10 gp 5 lb. 5 Explosive Shot 50 gp 5 lb. 1 Poison Shot 15 gp 5 lb. 1 Shrapnel Shot 25 gp 5 lb. 1 Smoke Shot 2 gp 5 lb. 1


Feat Changes With the changes to firearms the Crossbow Expert feat has been removed, the Gunner feat has been updated to the following. Gun Slinger You have a quick hand and keen eye when employing firearms, granting you the following benefits: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a light firearm you are holding. Artillerist You have practiced using artillery and explosives enough to become highly proficient in them, gaining the following benefits: Increase your Strength or Dexterity by 1, to a maximum of 20. You are proficient with artillery, explosives, and grenades, adding your proficiency bonus to any rolls made to - Load, Aim, or Fire a weapon with the siege property. You can perform the Aim action as a bonus action when using a weapon with the siege property. When you use an explosive or grenade, its explosion radius is increased by 5 feet and it deals an additional 1d6 Fire damage. When firing rockets, you can fire a number equal to your proficency bonus in a single attack


Version v1.1 Gun slinger updated to require allow only pistols as the bonus action. Shield brace kit to no longer need bonus action to deploy, instead using full movement for the turn. Leaver reload mechanism can now reload using either item interaction or bonus action to allow second shot per turn. 1.0 presented for review


special thanks u/platinumsketch - https://www.gmbinder.com/share/- LgZdn4EEKFCIgljJofW for inspiration


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