The renaissance guns of the DMG do indeed have the loading weapon property, just like a crossbow. And just like a crossbow, in a skirmish-level fight (like 99% of all D&D combats), you're supposed to shoot once, then drop the gun and instead draw a melee weapon (or flip the gun and use it as a cudgel). Please leave the '(5e Equipment)' identifier in the page title when making creating your new equipment! Weapons which are statistically identical or extremely similar to first-party weapons should go on Weapon Alternatives (5e Other), not here. Mar 08, 2015 Variant and Optional Rules in 5th Edition D&D On 8 March, 2015 4 February, 2019 By iourn In D&D 5th Edition With about a month or so until the start of the my first ‘proper’ 5th edition campaign, I’d like to spend a moment hammering out the rules we’re going to use to play the game.
Variant Firearms[edit]
Firearms as presented in the Dungeon Master's Guide are very similar to other weapons; however, many believe that they should be entirely different so that they carry the true weight of their potential. This variant attempts to bring risk and reward back into pre-modern firearms. Belkin drivers f6d4050 v2 download.
Firearms under this variant have a few mechanical differences compared to other weapons. The first is that they all have the loading property, except that it takes a number of rounds to reload them as detailed under their individual property, requiring a hand free during the time they are reloaded. https://ameblo.jp/boseenage1978/entry-12639579873.html. A character with proficiency in the firearm knows how to reload and maintain their firearm, but does not automatically know how to fix it should it break from a misfire (see below), while a character without proficiency can generally figure out (or be told) how to shoot a loaded firearm, but does not have the requisite training to reload one, whether not knowing how much gunpowder is needed, or how much force is required to clean the barrel after each shot.
Second, each firearm automatically misfires on a natural 1 on attack, after which it requires a full minute to repair using Tinker's Tools (DC 10) before it can be used again. When a firearm misfires, you take damage as though you had been hit by the weapon and rolled minimum damage.
Third, whenever a firearm scores a hit and does damage, if the roll on the die is even, the character may choose to add another die of the same type to the damage dealt (which is not multiplied on a critical hit), though if a 1 is rolled for damage, the weapon misfires and deals no damage whatsoever. The character may continue adding dice of damage as long as they roll an even number, but each time they do, the misfire chance increases by one (two on the second die added, three on the third die added, and so on).
Lastly, proficiency with firearms is entirely under the purview of the DM based on how common they are in the particular setting. In a campaign where virtually everyone has a firearm, they might be simple weapons; in ones where they are rarer, they might be martial, and in campaigns where they are almost unheard of, they might require the Weapon Master feat to gain proficiency.
Firearm Types[edit]
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Pistol | 750 gp | 1d10 | 3 lbs | Firearm (range 20/80), loading (1d2+1 rounds) |
Musket | 1,000 gp | 1d12 | 10 lbs | Firearm (range 30/120), loading (1d3+1 rounds), two-handed |
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Retrieved from 'https://dnd-wiki.org/w/index.php?title=Variant_Firearms_(5e_Variant_Rule)&oldid=319965'
Author | Ghostwheel |
Identifier | 5e Variant Rule |
Rating | Undiscussed |
Summary | Firearms in the DMG are very similar to crossbows. This attempts to make them more different from other weapons. |
Title | Variant Firearms |