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Firearms 5e dmg
Firearms 5e dmg







  1. #Firearms 5e dmg how to#
  2. #Firearms 5e dmg plus#

Of course, in the future of your world when alchemists have giant farms of fire elementals being killed for their remains… how would you see that effecting your world? Just a thought to consider, and maybe it can provide some inspiration for a future game of yours. This keeps the firearms exploding with magic, and I find it a bit more exciting than just mining for saltpeter. Alchemists can then take that rock and purify it through chemicals and the like, producing a refined substance known as smokepowder. When a fire elemental is killed, they leave behind a goo known as pyrejelly that burns for several hours or even days until it burns itself out and looks like a hard, black rock. Smokepowder is the remains of fire elementals who die on the Material World. I don’t know much about the Forgotten Realms, so I just took the name and made my own backstory for smokepowder. Well, the Forgotten Realms introduces a substance known as smokepowder that is in no way gunpowder… but it is very volatile and goes bang.

#Firearms 5e dmg how to#

Smokepowderīecause not every world allows gunpowder, like the Forgotten Realms, you might be unsure how to incorporate guns into your own magical world.

firearms 5e dmg

If that same pistol also had a reload property of 4, it would add an additional 4 hours to the total time it takes to produce the firearm. A pistol that deals 1d10 damage has an average damage of 6, multiply that by 4 and it will take you 24 hours to create the weapon.

#Firearms 5e dmg plus#

The time to create a firearm is also based on the average of the damage die plus if the weapon has a reload property that increases the amount of time to create the weapon equal to the reload property. After that, the DC will increase slower, a 2d4 is DC 16, 2d6 is DC 17, 2d8 is DC 18 and so on from there. The DC is based off of the damage die of the weapon, a 1d8 weapon is a DC 10, 1d10 is a DC 12, 1d12 is a DC 15. If you have your own firearms and you want to know how I figured out the DC and time required to work on the gun, it’s relatively simple. If your pistol took 24 hours to build and cost you 250 gp total to build it, to repair the pistol it would require 6 hours and cost 62.5 gold pieces to attempt a fix. This takes a quarter of the time it took to build the weapon as well as a quarter of the cost in materials. If you fail that check, or you somehow break the firearm over the course of an adventure, you must then make repairs on the device. This is a stick that lets out a mighty belch of fire and smoke, it’s important to ensure it is in working order and it isn’t going to explode in your hands. This couched behind an Intelligence check because you are basically investigating the gun, looking for hairline fractures, that the firing pin (if there is one) is in the right position, that the barrel is straight and more. Every gun takes a different amount of time to construct and once you are done, the gunsmith then needs to make a check to ensure that everything is great shape and is ready to be used. Once you have the required materials, you then must spend time working and constructing the gun in 4 hour increments. Once you have spent the required amount of gold to build your weapon, you must now spend time working on the gun with your kit.

firearms 5e dmg

These components, along with raw materials like metal and wood, will allow you to craft your gun and bring the pain to the hordes of monsters out in the world. In order to produce a firearm, you need a Gunsmith’s Kit which includes a variety of hand tools, a rotary tool, metal files, a vial of oil, and a hammer. Instead, we are going to look at what they provide for firearms, and how that works with my tools. But, technology in Dungeons & Dragons doesn’t make sense so we will just ignore that for now.

firearms 5e dmg

You have all the Renaissance flavor you need! If you don’t recall, guess which weapon shows up in the Player’s Handbook… It’s the Rapier. I find that very amusing as firearms were in Europe in the mid 1300’s CE and the rapier, which I’d argue is probably the musketeers most well known weapon, wasn’t around until the 1500s. In fact, they go on to say if you want a more three musketeers feel to your game, here are a few Renaissance firearms to include. On page 267 and 268 of the Dungeon Master’s Guide, WotC provides information and rules on including firearms in your games.









Firearms 5e dmg