Post by Shifty on Sept 12, 2019 13:46:01 GMT 9.5
I have decided to include Renaissance era firearms in this campaign, however, I have run into a few issues with D&D Beyond.
I find it very annoying that D&D Beyond allows me to homebrew magic items, but it does not allow me to homebrew basic equipment, and all homebrew magic weapons have to use the base stats of a basic weapon. Unless I'm missing something, there doesn't appear to be a way to create or modify an item of basic equipment. So what I'm going to do is use the items of Pistol, Musket, Dynamite, and Bullets (Renaissance), plus the magic item "Blunderbuss" as placeholders in D&D Beyond, but write out my ACTUAL rules for them here.
Where rules on this page contradict rules on D&D Beyond, my rules will take precedence.
I will only be making slight modifications to these rules for the sake of making everything feel slightly more dangerous and piratey.
Proficiency
For the purposes of this campaign, all characters will be considered to have proficiency with firearms.
Properties
Ammunition:Firearms use special ammunition. The ammunition of a firearm is destroyed upon use. Renaissance firearms use bullets or pellets.
Reload: A limited number of shots can be made with a weapon that has the Reload property. A character must then reload it using an action before it can be fired again.
Misfire: Firearms have the chance to Misfire. If, when making at attack roll, a character rolls at or below a weapon's Misfire score, the firearm Misfires and cannot attack this round. The Misfire must be cleared with Tinker's Tools before it can be fired again. The DC of clearing a Misfire is equal to 8 + the weapons Misfire score. A weapon that Misfires also has the chance of Backfiring. To determine if a weapon Backfires, whenever a weapon Misfires, the attack roll must made again, and if the result is a second Misfire, a Backfire occurs, and the weapon damage is dealt to the user of the firearm instead of the target.
Pellet: No attack roll is made for a firearm with the Pellet property, instead, every creature in a 15 foot cone must make a DEX save, where the DC is equal to 8 + DEX + The profiency modifier of the user of the firearm. On a save, the creature takes half damage.
Knockdown:If a creature is hit by this weapon, it must succeed on a DC 13 Strength save, or be knocked prone.
Grappling:If the target of this weapon is a creature, the creature gains the Grappled condition, and is attached by rope to the wielder of this weapon. The escape DC is 13. If this weapon is instead aimed at an object, it attaches to that object by rope.
Firearms
Ammunition
Renaissance Bullet: 3gp per 10
Renaissance Pellet: 1gp per 10
Any questions/complaints/suggestions?
I find it very annoying that D&D Beyond allows me to homebrew magic items, but it does not allow me to homebrew basic equipment, and all homebrew magic weapons have to use the base stats of a basic weapon. Unless I'm missing something, there doesn't appear to be a way to create or modify an item of basic equipment. So what I'm going to do is use the items of Pistol, Musket, Dynamite, and Bullets (Renaissance), plus the magic item "Blunderbuss" as placeholders in D&D Beyond, but write out my ACTUAL rules for them here.
Where rules on this page contradict rules on D&D Beyond, my rules will take precedence.
I will only be making slight modifications to these rules for the sake of making everything feel slightly more dangerous and piratey.
Proficiency
For the purposes of this campaign, all characters will be considered to have proficiency with firearms.
Properties
Ammunition:Firearms use special ammunition. The ammunition of a firearm is destroyed upon use. Renaissance firearms use bullets or pellets.
Reload: A limited number of shots can be made with a weapon that has the Reload property. A character must then reload it using an action before it can be fired again.
Misfire: Firearms have the chance to Misfire. If, when making at attack roll, a character rolls at or below a weapon's Misfire score, the firearm Misfires and cannot attack this round. The Misfire must be cleared with Tinker's Tools before it can be fired again. The DC of clearing a Misfire is equal to 8 + the weapons Misfire score. A weapon that Misfires also has the chance of Backfiring. To determine if a weapon Backfires, whenever a weapon Misfires, the attack roll must made again, and if the result is a second Misfire, a Backfire occurs, and the weapon damage is dealt to the user of the firearm instead of the target.
Pellet: No attack roll is made for a firearm with the Pellet property, instead, every creature in a 15 foot cone must make a DEX save, where the DC is equal to 8 + DEX + The profiency modifier of the user of the firearm. On a save, the creature takes half damage.
Knockdown:If a creature is hit by this weapon, it must succeed on a DC 13 Strength save, or be knocked prone.
Grappling:If the target of this weapon is a creature, the creature gains the Grappled condition, and is attached by rope to the wielder of this weapon. The escape DC is 13. If this weapon is instead aimed at an object, it attaches to that object by rope.
Firearms
Firearm | Damage | Range | Properties | Cost |
Pistol | 1d10 Piercing | 30/90 | Ammuntion (Bullet), Reload, Misfire 2 | 250gp |
Musket | 1d12 Piercing | 40/120 | Ammunition (Bullet), Reload, Misfire 1, Two-handed | 500gp |
Blunderbuss | 1d8 Piercing | 15ft Cone | Ammunition (Pellet), Reload, Misfire 3, Two-handed | 400gp |
Dynamite | 3d6 Piercing (10ft Radius) | 60ft (DC 13 DEX save) | Thrown, Misfire 4 | 50gp |
Schermuly Gun | Grappling (DC 13) | 50/150 | Ammunition (Rope), Grappling, Reload, Misfire 1 | 300gp |
Double Barrel Boomstick | 1d10 Piercing | 30/90 | Ammunition (Bullet), Knockdown, Reload 2, Misfire 3, Two-handed | 700gp |
Ammunition
Renaissance Bullet: 3gp per 10
Renaissance Pellet: 1gp per 10
Any questions/complaints/suggestions?