Custom and Technomantic Weapons for a Steampunk Setting

If you want stats for firearms you could see the SRD of d20 Modern.

The matter is the right balance of power when there is an arms race between magic and gunpowder. What if enemies can summon allies to make you to spend your ammunition? Or smoking grenades, or lot of illusions by magic. We aren't talking about gunslinger PCs vs boxer enemies, but sometimes the PCs are the boxers and the enemies the gunslingers or snipers. What if a spellcaster could create a magic zone where all bullets are teletransported to ther zone and then she become bulletproof. Let's imagine a homebred spell what doesn't allow gundpower to burn and then the firearms in that zone become useless. Which level should be that spell?

What is the PCs are in a tribe of noble savages, like the na'vis from Avatar, and their primitive society is attacked by an alien invasion of goblings riding steampunk mechas? How should be the XP reward to kill without firearms, or when the monster can be killed with only a shot by the right sniper rifle?

Other idea is the variation of the zombie apocalipse where infected are living construct as the borgs from Star Treck, or demi-elementals, and then bullets aren't enough.
 

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If you want stats for firearms you could see the SRD of d20 Modern.

The matter is the right balance of power when there is an arms race between magic and gunpowder. What if enemies can summon allies to make you to spend your ammunition? Or smoking grenades, or lot of illusions by magic. We aren't talking about gunslinger PCs vs boxer enemies, but sometimes the PCs are the boxers and the enemies the gunslingers or snipers. What if a spellcaster could create a magic zone where all bullets are teletransported to ther zone and then she become bulletproof. Let's imagine a homebred spell what doesn't allow gundpower to burn and then the firearms in that zone become useless. Which level should be that spell?

What is the PCs are in a tribe of noble savages, like the na'vis from Avatar, and their primitive society is attacked by an alien invasion of goblings riding steampunk mechas? How should be the XP reward to kill without firearms, or when the monster can be killed with only a shot by the right sniper rifle?

Other idea is the variation of the zombie apocalipse where infected are living construct as the borgs from Star Treck, or demi-elementals, and then bullets aren't enough.

The starting location is likely a city, most enemies are going to be Thugs from the MM or a challenging encounter with Veterans where the PCs get plenty of advantages for 1st level encounters. Even 19th century firearms had problems working in bad weather, I'd go with disadvantage to such attacks. All it requires is a lot of water for many firearms to have problems working. Also they may end up in a bar brawl where only the bartender has firearm, but is generally taking a neutral side.

And it's likely only one PC might be a noble savage, everyone else is a soldier, a noble, criminal and so on.

I already outlined how I think certain focuses should just add ability mod to the damage of cantrips. I feel those things are going to be standardized models like how firearms have standardized models. Special wands and focuses at later levels, wand might be the standard and allowable to Bards as well and could be used in pairs (like maybe +1 die). Staves might be double range or minimum range with an extra range like ranged weapons. Rods and holy symbols, less of an idea so far.
 

In a fantasy setting all the firearms in the city are "cursed" by divine magic, but criminals can use hand-crossbows. The gods can bless a city with a bulleproof effect to all citizens, and a better defense for cops and guardians. Within a capital city a simple child could pray and the magic statue, sacred image, in the temple would send a summoned planar ally against the criminals, the equivalent to phone police asking help.
 

Gun control in the campaign setting is much like that in many 19th century cities, completely mundane methods. No need for magic, while British Bobbies may have not carried firearms until recently, the police forces in those cities tend to carry a pistol and sabre or club. I clearly want the base of the campaign to start from 19th century history, even if it's not completely accurate.
 

There's some thought to armours that are bulletproof or not, though generally all classes lose Heavy Armour Proficiency. Since 19 century Cuirassiers still wore Breastplate, Medium Armour is still a thing and still uses it's AC bonus against bullets. Heavy Armour Proficiency has to be gained by picking certain subclasses or a feat, they give access to Mechanical Power Armour which is probably AC 18.

I feel should have maybe as much as 3 special traits. Like increased land speed, jump jets, the ability to use 1 size larger melee weapons, built in shotguns, darkvision, fire resistance, or those types of things.

Exosuits could also set the wearer's Str and Dex to specific values like belts of giant strength do.
 

If you can find a copy of Space: 1889, you can pilfer ideas from that. The game's premise is that Victorian scientific theories were mostly right, and so was the science fiction. Light is a wave through the ether, Mars & Venus are inhabited, Dr. Jekyl really did make a 'temperament serum' to bring out and separate his Good and Evil personalities.
 

If you can find a copy of Space: 1889, you can pilfer ideas from that. The game's premise is that Victorian scientific theories were mostly right, and so was the science fiction. Light is a wave through the ether, Mars & Venus are inhabited, Dr. Jekyl really did make a 'temperament serum' to bring out and separate his Good and Evil personalities.
I remember a concept where it was once thought that you could travel to other planets by loading passengers into a giant bullet, and shooting them at the Moon or another planet in a massive gun. I feel it would be dangerous, but probably something that Gnomes or Goblins might do.
 

I remember a concept where it was once thought that you could travel to other planets by loading passengers into a giant bullet, and shooting them at the Moon or another planet in a massive gun. I feel it would be dangerous, but probably something that Gnomes or Goblins might do.
Jules Verne "Voyage to the Moon". Better hope the aim is absolutely right the very first time...

P.S. In Storm King's Thunder, some ogres carry a "goblin-chucker" that catapults a poor sod volunteer over the city walls. (I would equip another ogre with a big cask of alcoholic spirits. Volunteers get a big mug to drink before being strapped in the catapult.) It is theoretically possible (roll all 1's for impact damage upon landing) some would survive and be able to run around messing with the defenders.
 

So relooking at the DMG on page 268, as well as D20 Modern and D20 Past, things have changed between editions. The modern table is roughly based on D20 modern where everything did 2 dice of damage because of the burstfire and double tap feats, and back then ability mods weren't added to damage. The Renaissance table is not based on D20 past, and was likely an attempt to bring things more in line with the 5e system.

Things I thought of when thinking of considering reload are how long it takes, realistically early firearms took a long time to reload maybe as long as crossbows took especially ones with a windlass/crank. 5e is really generous about how long it takes to reload, but no one wants to track reloads across rounds. So I think there should be 3 reload speeds: Bonus Action which is the standard since that's the generous reload of crossbows, 1 Action reserved for bigger guns, and Short Rest (or 1 minute) for more powerful weapons. Values below are of course based on game-play rather than historical accuracy/realism.

So Renaissance & Enlightenment Firearms (based off of the DMG's table) to roughly cover Matchlocks, Wheellocks, Snaplocks, and Flintlocks
Pistol - 1d10 Piercing (range 30/90) Load: Bonus Action, 1-handed
Musket - 1d12 Piercing (range 40/120) Load: Bonus Action, 2-handed
Blunderbuss - 2d8 Piercing (range 10/30) Load: 1 Action, 2-handed

19th century ball & cap firearms (which I'm really aiming for)
Light Pistol (also covers Derringers) - 1d8 Piercing (range 20/60) Load: Bonus Action, Light
Pistol - 1d12 Piercing (range 30/90) Load: Bonus Action, 1-handed
Revolver - 1d10 Piercing (range 30/90) Load (6): 1 Action, Light
Musket Rifle - 2d6 Piercing (range 40/120), Load: 1 Action 2-handed
Military Rifle - 2d8 Piercing (range 50/150) Load: 1 Action, 2-handed
Repeating Rifle - 2d6 Piercing (range 40/120) Load (5): 1 Action, 2-handed
Shotgun - 2d8 Piercing (range 20/60) Load: 1 Action, 2-handed

Melee Weapons
Bayonet - 1d8 Piercing, 2-handed (mounted on rifles)
Sword Bayonet - 1d10 Piercing, 2-handed (mounted on rifles)
Sabre - 1d8 Slashing, 1-handed, Finesse

For existing Fighting Styles, I'd make using a sword and pistol relevant for the Duelling Style if the pistol wasn't used as any sort of weapon for that round. Sword and Pistol applied to Two Weapon Fighting, the Pistol can be used as a club (1d4 bludgeoning).

Combination Weapons melee weapons can have a pistol added (typically 1 shot), Light or Finesse melee weapons use Light Pistols. 2-Handed melee weapons might have a musket rifle attachment, if they're hafted weapons.

Orichalcum Focuses: These are spellcasting focuses usually in the form of wands, rods, sceptres and staffs, they were invented in response to the prevalence of firearms. Orichalcum is an alchemical metal derived from gold, which react to magical or psionic energy. A spellcaster can use an Orichalcum focus even if it's not of a type their class is proficient in (to throw a bone in for Bards). When casting a Cantrip which can inflict damage, the caster can add their spellcasting ability modifier to the damage roll when using an Orichalcum focus.

Staffs and other 2-handed Orichalcum focuses (think of them as the rifles of spellcasting focuses) can increase range of a cantrip beyond to 3x its standard range. Though attacks rolls it these ranges have disadvantage, and saving throws against cantrips at these ranges have advantage.

Orichalcum Firearms: These are firearms which can be used as a spellcasting focus, they don't use ammunition when used for spells. They might have more special abilities when tied to technomancy themed subclasses.

The next thing would be to dive into custom/masterwork makes for weapons. Tables of random values might be called for. And I realize how much I miss 3e's modular magic weapons, even if it encouraged the magic shop catalogue mentality of 3e.
 

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