Over the thousands of years spanning the history of Vlandia, magic has always been a vital resource and major influence on the continent. Even with the development of steam power and gunpowder, magic can still be found in many facets of Vlandia’s industrial revolution, including the development and use of firearms.
Firearms in Vlandia are split into two categories, gunpowder-based and Magitech-based. More advanced firearms capable of different modes of fire (semi-automatic, automatic, and burst) are powered by cartridges, magazines, and shells infused with magic. These Magitech munitions allow it to fire energy projectiles with power and velocity akin to a gunpowder alternative. There are also certain firearms that are infused with Magitech themselves, but instead use this power source to propel conventional ammunition.
These Arcane Firearms as they are more colloquially known are exceptionally rare, as the knowledge and resources to craft them are a closely guarded secret. A sect of specialized Artificers known as Gunsmiths are the only group of individuals to know the art of crafting these firearms, and most if not all are under the service of the Empire, and more specifically the Arcane Inquisition. It is not uncommon for high ranking Inquisitorius to sport these magical firearms, as they are adept at effectively taking out rogue mages, piercing their magical defenses before they even have time to react.
Similar to conventional gunpowder firearms, Arcane Firearms are prone to misfires, as the magic powering them becomes more and more unstable with repeated use. Constant maintenance is required, especially for more powerful weapons, unless the user is willing to risk potentially jamming their weapon in the middle of combat.
If you make an attack roll and the roll matches or is lower than a firearm's misfire number, (such as 2, for example), your gun jams. You cannot make an attack with it again until you spend an action to clear the chamber. Your firearm's misfire score then goes up by 1, to a maximum of 5 for gunpowder weapons or 10 for Arcane Firearms. Once a firearm reaches its maximum misfire score, it can no longer be used until it is repaired. You can spend one action and make a (DC 10 + your firearm's current misfire score) Dexterity or Intelligence Ability Check to repair your gun and reduce its current misfire score to its minimum. If you are proficient with and are carrying Tinker’s Tools, you may add your proficiency bonus to the check.
Some ranged weapons can be fired a number of times before they must be reloaded, ranged weapons with the Reload property take an action to reload its ammunition.
Certain firearms can only be fired once before they need to be reloaded. No action is required to reload these weapons as they are reloaded automatically, unlike those with the Reload property. However, weapons with the Loading property can only ever be fired once per turn, regardless of any extra attacks the user might receive. Certain Feats negate the Loading property of certain weapons, thus allowing multiple attacks in a turn.
Firearm Properties I
Automatic firearms can make a separate attack that releases a salvo of bullets per pull of the trigger. As an action, you can force any creatures in a 15×15 foot square within your firearm's maximum range to make a Dexterity saving throw, taking the gun's automatic damage (listed in parenthesis) on a failed save, and half that damage on a success, using this kind of attack outside of your effective range gives the enemies advantage on the save. This attack uses 10 rounds of ammunition. You can only use this special attack if you have the ammunition available to do so. Firearms with the Automatic property always expend 5 rounds per attack. Having less than 5 of the appropriate ammunition type results in a regular attack, with the total damage halved on a hit, which uses up the rest of the remaining ammo for that weapon.
Automatic Fire DC (Proficient) = 8 + Dexterity modifier + Proficiency Bonus
Firearm Properties II
Burst firearms are able to make a special attack that releases a stream of multiple bullets. As an action, you can force up to 4 creatures of your choice in a 10×10 foot square within your gun's maximum range to make a Dexterity saving throw, taking your gun's burst fire damage (listed in parenthesis) on a failed save, and half that damage on a success, using this kind of attack outside of your effective range gives the enemies advantage on the save. This attack uses 5 rounds of ammunition. You can only use this special attack if you have the ammunition available to do so. Additionally, guns with the Burst Fire property always expend 2 rounds per attack. Having less than 2 of the appropriate ammunition type results in a regular attack, with the total damage halved on a hit, which uses up the rest of the remaining ammo for that weapon.
Burst Fire DC (Proficient) = 8 + Dexterity modifier + Proficiency Bonus
Firearms with this property shoot pellets in a cone out to their long range increment. All creatures within the cone must make a Dexterity saving throw
(DC = 8 + the shooter’s Dexterity + Proficiency modifier), taking full damage on a failed save, or half damage on a successful one. Creatures outside of the firearm’s short range have advantage on this saving throw. If the shooter is not
proficient with firearms, all creatures attempt the saving throw roll with advantage.
Firearm Properties III
A firearm with the Loading property is reloaded after a single shot, and cannot be fired multiple times in a turn.
Firearms with the Reload property can be fired up to its Reload score during a turn, and then must be reloaded with an action.
Light firearms can be dual wielded, when dual wielding Light weapons you are able to reload both weapons with a single action.
Two-handed firearms require two hands to fire, note this only applies to firing with the weapon, not wielding or reloading it.
Heavy firearms impose disadvantage on Small or lower creatures attempting to attack with them.
Bulky firearms impose disadvantage when used by Small or lower creatures, impose disadvantage on Stealth and Acrobatics checks, and are also restricted from benefiting from certain Fighting Styles and Feats.
A bayonet can be attached to any Two-Handed firearm or crossbow, making them able to do 1d6 Slashing or Piercing damage in melee combat.
Crafting Arcane Firearms
In order to craft an Arcane Firearm, one must first either be an Artificer or have proficiency with Tinker’s Tools. There are two distinct ways of crafting an Arcane Firearm, with or without schematics. If you have the schematics for a weapon, you must pass an Intelligence (Tinker’s Tools) check scoring higher than the weapon’s Craft DC. If you are lacking a schematic, you may pick any weapon to craft from the Arcane Firearms table, however, you must then succeed on an Intelligence ability check versus its Craft DC, and then make the appropriate Tinker’s Tools check.
Typical gunpowder firearms can be crafted through a normal Tinker’s Tools check, and do not require schematics in order to craft.
In order to craft any type of firearm, you must have the appropriate materials to do so. The crafting process is a meticulous and time consuming one, and must be done in a stable and relatively safe location (up to the DM’s discretion), the process itself takes a long rest, and the crafter is unable to do any other duties during this process, but can still qualify for long rest benefits. The materials to craft a weapon are equal to 50% of the weapons cost in GP, rounded up.
If you fail any check in the crafting process, the materials are consumed depending on the degree of failure. Failing by 3 or more uses up half the components, failing by 5 or more uses up all the components. Failing by 10 or more results in an arcane explosion, dealing Xd4 force damage, X being the misfire score for the weapon.
If you happen to come across an Arcane Firearm, you may attempt to create a schematic by disassembling the weapon. You must make an Intelligence check versus the weapon’s Craft DC. If you succeed, you gain a schematic and the weapon can be reassembled. If you fail, the weapon is destroyed. If you have Tinker’s Tools proficiency, you may add your proficiency bonus to the total.
Expanded Fighting Styles
When dual wielding with two ranged weapons, you may add your modifier to the damage of the bonus attack.
When you make a ranged attack at a creature within 15 feet of you and you roll a 1 or 2 on the damage die, you can reroll the damage die and must take the new roll. The weapon must have the Scatter property in order to gain this benefit.
You get a +2 bonus to attack rolls you make with ranged weapons, except for longarms which have the Bulky or Scatter property.
When wielding a one-handed ranged weapon in one hand and no other weapons, you get a +2 bonus to your damage rolls with these weapons.
You gain a +2 bonus to damage rolls if you attack a creature further than 60 feet away from you with a ranged weapon or firearm that does not have the Scatter property.
You can now wield a Two-Handed melee weapon, crossbow, or a longarm with a shield, but you must use an action to brace the weapon against the shield in order to attack with it. The weapon stays braced in this way as long as you move no more than 10 feet during your turn.
Class Firearm Proficiencies
Artificers: Firearms with the Scatter property, as well as pistols.
Clerics: Firearms with the Scatter property, as well as pistols.
Barbarians: Cannot start with firearm proficiency.
Bards: Sidearms, muskets, rifles, and carbines.
Druids: Cannot become proficient in firearms.
Fighters: Sidearms & longarms.
Monks: Sidearms proficiency, but they do not count as monk weapons.
Sorcerers: Pistols & sawn-off shotguns.
Warlocks: Pistols & sawn-off shotguns.
Wizards: Pistols & sawn-off shotguns.
Paladins: Sidearms & longarms. Can use firearms for Divine Smite, Improved Divine Smite, and any spells that would require them to take an attack with a melee weapon before taking effect, but you must be within at least 15 feet of the target creature to do so.
Rangers: Sidearms & longarms.
Rogues: Sidearms, carbines, and rifles.
Expanded Feats I
You can draw/holster two firearms instead of only one.
You may ignore the Loading property of weapons when dual wielding.
You may dual wield non-Light ranged weapons and are able to reload them in a single action.
When firing Gunpowder firearms, you only misfire on a 1, regardless of the weapon’s current misfire score.
You may ignore the Loading property of non-Heavy, Gunpowder firearms.
You may reload firearms with a bonus action.
If you are disarmed, you may use your reaction to draw and fire a sidearm.
Increase the effective range for all firearms you wield by 10 ft.
You gain +1 to attack and damage rolls with bayonets.
You gain a 10 ft Reach with bayonets.
When you take the attack action with a firearm with a bayonet attached, you may make a bonus action attack with the bayonet against a creature within melee range.
Expanded Feats II
Close Quarters Specialist:
Ranged weapon attacks within 5 ft do not impose disadvantage.
You cannot make a ranged attack roll with disadvantage at any target within 30 feet of you. However, any disadvantage from external sources will negate any advantage you generate.
You can make opportunity attacks with ranged weapons on enemies within 15 ft of you.
When you use the attack action with a One-Handed melee weapon, you can spend a bonus action to fire a Light firearm you wield in your other hand. You can use this bonus action to attack with a One-Handed melee weapon if you use your attack action with a Light firearm instead.
While wielding a Light firearm and One-Handed melee weapon, your AC increases by 1.
While wielding a Light firearm and One-Handed melee weapon, you may ignore the Loading property on Light firearms, you may also take the Reload action as a bonus action. You do not need a free hand to load in the ammunition.
Heavy Weapons Guy:
Prerequisite (15 Strength)
+1 bonus to attack and damage rolls with Bulky firearms.
You ignore the Loading property of Bulky firearms.
When firing Bulky firearms, you only misfire on a 1, regardless of the weapon’s current misfire score.
+1 bonus to attack and damage rolls with sidearms.
When you take the attack action with a sidearm, you may use a bonus action to attack a target within 15 ft of you.
When you roll initiative and are not surprised, you may draw a sidearm as a reaction and make an attack with it.
Expanded Feats III
+1 bonus to attack and damage rolls with firearms while mounted.
While mounted, ranged attacks with firearms within 5 ft do not impose disadvantage, as long as the target is smaller than your mount.
You have advantage on ranged attacks with firearms against targets within your effective range that are smaller than your mount.
Increase your Strength by 1 (Max 20).
You may add your proficiency bonus when using firearms as improvised melee weapons.
Sidearms = 1d6, Longarms = 1d8, Heavy/Bulky Longarms = 1d10 bludgeoning.
You gain +1 to attack and damage rolls made with rifles.
You may reroll 1s and 2s on damage rolls with rifles and must take the new roll.
If you score a critical hit or a killing blow to a creature, you may use your reaction to take a shot at a creature within 10 ft of the original target.
Effective range of rifles increases by 10 ft, and maximum range increases by 30 ft.
+2 to damage rolls made with weapons with the Scatter property.
When using a weapon with the Scatter property, creatures within the weapon’s short range must make the Dexterity check with disadvantage.
Expanded Feats IV
+1 bonus to attack and damage rolls with revolvers and hand cannons.
You cannot be disarmed when wielding a revolver or hand cannon when your other hand is free.
When attacking with only a single revolver or hand cannon, you may take a bonus action to make two additional attacks against targets within range.
+1 bonus to attack and damage rolls made with Heavy, Loading firearms.
You may reroll 1s and 2s when using Heavy, Loading firearms and must take the new roll.
You can use your bonus action to steady your aim, and then take an attack action with neither advantage or disadvantage. On a hit, deal double the weapon’s damage die.
When you wield a firearm with the Automatic or Burst Fire property, you can take an action to suppress an area within its maximum range until the start of your next turn. This action requires/consumes double the amount of ammo needed for its alternate fire, and also requires the weapon to be reloaded before being used again. The area affected is equal to whatever the normal area for its alternate fire is. When you use this ability, you gain the following benefits:
Suppressed targets have disadvantage on attack rolls and Dexterity saving throws.
Suppressed targets can only move ? their speed and cannot Dash inside or through the area.
If any targets move or take an action within the area or moves into its area for the first time, you can make an attack against them. You can make this attack for a number of times equal to half your proficiency bonus, rounded down. You cannot make this attack at the same creature more than once. This attack does not expend ammunition. If the area of suppression is outside the weapons effective range, you make these attacks with disadvantage.