5 Technology

May 30, 2023 6:48 pm
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Firearms: (Requires 3+ pts. in the Law Ethos)
Common. In these settings, firearms are prevalent enough that most creatures have a basic understanding of how a firearm works. If a character is proficient in light crossbows, shortbows, or hand crossbows, they are also proficient in pistols, rifles, scatterguns, handguns, and revolvers. If a creature is proficient in longbows or heavy crossbows, they are proficient in all basic firearms and handguns, revolvers, marksman rifles, sniper rifles, and shotguns. A creature with proficiency in martial weapons is proficient in all firearms.

Constructs: (Requires 5+ pts. in the Law Ethos)
Constructs use 1d12 as HD.

Firearms

Basic Firearms
Weapon Cost Damage Weight Properties
Pistol 15 gp 1d6 piercing 5 lbs Ammunition (range 30/120), light, loading
Rifle 25 gp 1d10 piercing 10 lbs Ammunition (range 150/600), heavy, loading, two-handed
Scattergun 25 gp 2d4 piercing 10 lbs Ammunition (range 30/120), heavy, loading, scatter (2d6)

Advanced Firearms
Weapon Cost Damage Weight Properties
Revolver 25 gp 1d6 piercing 5 lbs Ammunition (range 40/160), light, reload 6
Marksman Rifle 55 gp 1d8 piercing 10 lbs Ammunition (range 150/600), heavy, reload 10, 2-handed
Sniper Rifle 75 gp 1d10 piercing 15 lbs Ammunition (range 500/2000), heavy, reload 5, 2-handed
Shotgun 45 gp 2d4 piercing 10 lbs Ammunition (range 30/120), heavy, reload 5, scatter (2d6), 2-handed
DB Shotgun 25 gp 2d4 piercing 8 lbs Ammunition (range 30/120), heavy, reload 2, scatter (2d6), 2-handed, special

Other Weapons
Weapon Cost Damage Weight Properties
Gatling Gun 1500 gp 4d6 piercing 200 lbs Ammunition (range 200/800),heavy, reload 1k, 2-handed, auto 100, special
Flame Thrower 500 gp 2d4 fire 30 lbs Heavy, 2-handed, reload 30, automatic 10, special
R. Launcher 1000 gp - 20 lbs Heavy, 2-handed, reload 1, special
Frag Grenade 10 gp - 1 lbs Special
Flashbang 10 gp - 1 lbs Special
Smoke Grenade 10 gp - 1 lbs Special
G. Launcher 100 gp - 12 lbs Special

Weapon Properties

To emulate the abilities of firearms, the following properties have been added.

Scatter
Whenever you hit with an attack against a creature within the first range increment of this weapon, you can roll the damage dice in the parenthesis instead of the normal damage dice.

Reload
This number indicates how many pieces of ammunition can be held in the weapon at a time. Whenever you expend all the ammunition loaded into the weapon, you must take an action to reload the weapon before making another attack. You don't have to reload the same amount of ammunition each time. For example, if your weapon has the reload 10 property and you expend all 10 pieces of ammunition, you can take an action to load only 5 pieces of ammunition. Likewise, you can reload before expending all of your ammunition.

Automatic
This weapon can fire in rapid bursts, unleashing a barrage of projectiles. Whenever you take the attack action, you can expend an amount of ammunition equal to the number indicated. If you do not have the ammunition loaded into the weapon the attack fails. Choose a 10-ft-square cube area within your weapons range. Each creature in that square must make a Dexterity saving throw, the DC of which is equal to 8 + your proficiency + your Dexterity modifier. A creature takes damage equal to your attacks normal damage on a failed save or no damage on a successful save. A creature has advantage on the saving throw if they're in the weapons second range increment, unless you have a feature which bypasses the penalty for attacking within the second range increment.

The damage for your automatic attack can increase. If you gain the Extra Attack feature, your automatic attacks damage increases by one weapon die. This also applies to the Fighters extra attacks that are granted at 11th level and 20th level.

If you gain a bonus to your attack rolls, such as from a magic weapon or from the Archery fighting style, you add that to your save DC. The exception is attack bonuses that require a dice roll, such as the bless spell or superiority dice.

Special Weapons
Weapons with special rules are described here.

Double Barrel Shotgun: Whenever you make an attack with this weapon, you can choose to fire both barrels instead of just one. You expend two pieces of ammunition and can roll the weapons damage dice one additional time and add it as bonus damage.

Gatling Gun: If your Strength score is below 20, this weapon must be mounted in order for it to be fired. When it is fired, it can only make automatic attacks. Each automatic attack uses 100 pieces of ammunition and covers a 15 ft cube.

Flame Thrower: This weapon spews forth flame. When it is fired, you can only make automatic attacks. Whenever you make an automatic attack, it instead targets creatures in a 20 ft cone.

Rocket Launcher: This weapon fires a single high-powered explosive projectile. If the rocket launcher is loaded, you can fire it as an action. Choose a point that you can see within 300 ft. Each creature in a 15 ft. radius sphere must make a DC 15 Dexterity saving throw or take 4d4 thunder damage and 4d4 piercing or half as much on a success.

Frag Grenade: As an action, you can pull the pin and throw the grenade. Choose a point within 60 ft. that you can throw the grenade. Each creature in a 5 ft radius sphere originating from that point must make a DC 15 Dexterity saving throw or take 2d4 thunder damage and 2d4 piercing, or half as much on a success.

Flashbang: As an action, you can pull the pin and throw the grenade. Choose a point within 60 ft. that you can throw the grenade. Each creature in a 10 ft radius of that point must make a DC 15 Constituion saving throw. On a failed save, the creature is blinded and deafened until the end of its next turn. On a successful save, the creature suffers no ill effect.

Smoke Grenade As an action, you can pull the pin and throw the grenade. A 10-ft-square cube within 60 ft of you is filled with thick smoke, causing creatures and objects inside it to be heavily obscured. The smoke spreads around corners. The smoke lasts for 1 minute or until a wind of moderate or heavy speed(at least 10 miles per hour) disperses it.

Grenade Launcher. You can use a grenade launcher to fire any type of standard grenade. When you do so, the range increases to 120 ft.

Silver Bullets
Because of how much easier it is to make silver bullets compared to making silvered arrows and bolts, it only costs 50 gp to silver 10 pieces of firearm ammunition.

Silvered Explosives
Special made silver dust grenades and RPGs quadruple in price. Creatures who are vulnerable to silver have their resistance to non-magical and non-silvered weapons removed for 1 minute when they take any of the damage from a silvered explosive.

Firearm Ammunition
Item Cost Weight
Musket Ball (15) 5 sp 1 lbs
Pistol Round (20) 1 gp 1/4 lbs
Shotgun Shell (12) 1 gp 1 lbs
Rifle Round (20) 1 gp 1 lbs
Sniper Round (10) 5 gp 1 lbs
Rocket Propelled Grenade 15 gp 2 lbs
Flamethrower Fuel (30) 10 gp 5 lbs

Firearms Equipment
Item Cost Weight
Powder Horn 2gp 1lbs
Weapon Repair Kit 4 gp 4 lbs
Scope 5 sp 1/4 lbs
Speed Loader 1 sp 1/4 lbs
Night Vision Scope 100 gp 1 lbs
Silencer 20 gp 1 lbs

Powder Horn: This holds up to one pound worth of gunpowder for loading flintlock firearms.

Weapon Repair Kit: Comes with all the standard equipment needed for cleaning, maintaining, and repairing modern firearms, including a rag, gun oil, and an assortment of minor replacement parts. Gives advantage on checks made to maintain or repair weapons.

Scope: Various scopes and sights allow for improved short and/or long range firing.

Night Vision Scope: An advanced type of scope that allows the user to see in the dark. You do not suffer disadvantage on attacks roll for attacking into darkness.

Silencer: A silencer can be equipped onto certain weapons to prevent the chance of the firearm from being heard. Attacking while using a silencer does not immediately reveal your position to creatures further than 100 ft away from you if you attacked while hidden.


Endless Ammunition
Wonderous Item, Rare
This magazine magically adapts to fit into any firearm. As long as one piece of the correct ammunition is provided for the weapon this magazine is loaded in, the magazine magically provides an unlimited supply of non-magical ammunition. The weapon loses the reload property while this item is in it. This item has no effect on weapons with the loading property.

Bullet with a Name on It
Ammunition, Very Rare
This enchanted bullet is engraved with the name of a specific person, designed to bring death to them. Whenever the bullet is created, a specific character is chosen. When fired at the target, the attack roll has advantage and bypasses any and all resistances or immunity to the damage dealt by the attack. On a hit, the target must make a DC 20 Charisma saving throw or take 10d10 additional force damage or half as much on a success as the bullet pierces through the targets soul.

The bullet has no effect if a persons nickname or alias is engraved on it. It also does not work on the undead or constructs. If the name of the bullet does not match the person shot, the projectile passes harmlessly through the target.

Thunderball
Shotgun, Very Rare
You have a +2 bonus to attack and damage rolls with this weapon
If this weapon is loaded, as an action you can expend a piece of ammunition unleash a powerful thunderous wave out of the weapons barrel. Each creature in a 60 ft cone must make a DC 16 Strength saving throw. On a failed save, a creature takes 4d6 thunder damage and is knocked back 10 feet and lands prone if it's large or smaller. On a successful save, a creature takes half damage and isn't knocked back. In addition, creatures within 15 feet of you have disadvantage on the saving throw and take 10 additional thunder damage and are deafened on a failed saving throw. You regain use of this feature if you spend at least 30 minutes maintaining the weapon.

Lightningbolt
Sniper Rifle, Very Rare, Attunement
You have a +2 bonus to attack and damage rolls with this weapon.
While attuned, your land speed increases by 10 feet.
If this weapon is loaded, as an action you can expend a piece of ammunition to fire a ricocheting shot charged with electrical energy. Make a ranged weapon attack against a creature or object within range. If that attack hits, you can repeat the same attack against another creature or object within 30 ft of the initial target. You can repeat this additional attack until either you miss or the total number of creatures attacked reaches 5. A creature cannot be targeted by a ricochet attack more than once. Each creature you hit takes the weapons normal damage plus 1d6 additional lightning damage. If you strike an object before ricocheting towards a creature, you gain advantage on the attack roll. You regain use of this feature if you spend at least 30 minutes maintaining the weapon.

Shifting Serpent
Revolver, Very Rare, Attunement
You have a +1 bonus to attack and damage rolls with this weapon.
As an action, you can fan the hammer and unleash all rounds left in this weapon. You can make one attack with this weapon for each bullet left in the cylinder, but all attacks after the first have disadvantage. You regain use of this ability at the next dawn.

While attuned, this weapon allows it's user to move and dodge with each attack. This weapon has 6 charges. Whenever you make an attack with this weapon, you can expend a charge (no action required) and immediately move 10 feet without provoking opportunity attacks. You regain a charge whenever you score a critical hit with this weapon, make a killing blow with this weapon, or use it's first ability and fan the hammer. You regain all expended charges at dawn.

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