D&D 5E Keep Your Powder Dry: Firearms for 5E Fantasy Campaigns

Nearly 40 firearms with customization options for 5E games, plus magic items, feats for gunslingers, and the alchemist character class! We're excited to launch our next project: Keep Your Powder Dry: Firearms for 5E Fantasy Campaigns. Bring gunpowder to your 5E roleplaying games with mundane and fantastical firearms inspired from the late medieval period through to the industrial era in...

Nearly 40 firearms with customization options for 5E games, plus magic items, feats for gunslingers, and the alchemist character class!

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We're excited to launch our next project: Keep Your Powder Dry: Firearms for 5E Fantasy Campaigns.

Bring gunpowder to your 5E roleplaying games with mundane and fantastical firearms inspired from the late medieval period through to the industrial era in this 33 page softcover book.
  • Nearly 40 firearms and guidance on introducing them to your fantasy worlds.
  • Rules on how to customize your firearms to suit your character's combat style.
  • New magic items which appear along with firearms.
  • New feats for gunslingers.
  • A bonus appendix including the full alchemist character class.
Click here to find out more!
 

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Intrigued. I ran a fantasy version of the 2e Mighty Fortress rules back in the day and love me some flintlock fantasy.

My concern is in "Gunslinger" classes I see in modern rules is they can load and fire every round. I would rather have more powerful guns with the drawback of being very slow than just another reskined crossbow.

Hopefully this product has both styles.
 

aco175

Legend
6 seconds is too fast for a musket or flintlock, but for anything with a cartridge and loading single bullets each round it is fine, even if feeling like a crossbow. Although, your powder would stay dry at this point. What would happen at 5th level when people start getting a 2nd attack?

I like the concept and will watch to see how it develops.
 

The funny part is the "homebred arm race" between DMs and players to create anti-gun countermeasures, for example illusory magic to creat effects as decoys or smoke-grenades, but also to create little pieces of ectoplasm to block canons, to summon swarns that attack against soldiers with gunpowder smell, or teletransporting a simple match to the "wrong" place. the powerder flask wore by the enemy gunslinger.

I worry because firearms can break the power balance easily and the builds focused into hand-to-hand combat could become useless. Who would want to play with a monk, barbarian or paladin?

And why not a crossbow with a motor to reload itself?
 

Cadence

Legend
Supporter
  • A bonus appendix including the full alchemist character class.

Looking through the other books available I noticed that the Masterclass Codex also has a Gunfighter class in it. Seeing that, I was kind of surprised that it wasn't here too. Just curious.

Anyway, based on the way the campaign for my son and his friends is going, I better get this.

Is it OGL 1.0a or similar?
 

My concern is in "Gunslinger" classes I see in modern rules is they can load and fire every round. I would rather have more powerful guns with the drawback of being very slow than just another reskined crossbow.
I spent a bunch of time messing with different ways to implement this style of gunpowder weapon in-game a while back. The basic assumptions and design of the attack and action economy make it really hard though. One option i looked at was having a special rule for gunpowder weapons that meant that you couldn't use Extra Attack with them, but instead you multiplied damage up based on the number of attacks you would have gotten. So a fighter with a musket at 5th level would make one attack for double damage, and at 10th level would make one attack for triple damage.

It's the edge cases that make it hard though. What about two-weapon fighting, or attacks you make with your reaction due to battlemaster maneuvers etc? What about kensai monks and extra Flurry of Blows attacks, or Haste? It'd be very easy to make something very unbalanced that your group's resident minmaxer would abuse ridiculously.
 

I spent a bunch of time messing with different ways to implement this style of gunpowder weapon in-game a while back. The basic assumptions and design of the attack and action economy make it really hard though. One option i looked at was having a special rule for gunpowder weapons that meant that you couldn't use Extra Attack with them, but instead you multiplied damage up based on the number of attacks you would have gotten. So a fighter with a musket at 5th level would make one attack for double damage, and at 10th level would make one attack for triple damage.

It's the edge cases that make it hard though. What about two-weapon fighting, or attacks you make with your reaction due to battlemaster maneuvers etc? What about kensai monks and extra Flurry of Blows attacks, or Haste? It'd be very easy to make something very unbalanced that your group's resident minmaxer would abuse ridiculously.

I agree it's not easy. Part of the reason why I get excited when people take a shot at it.

The hard part is D&D doesn't work well to handel real world issues which made guns impactful but don't model well as rules.

I was also looking at ways to make flintlock work maybe not as an attack roll but as a saving throw, and then have some if you fail by X or more damage increases.

I like your idea on extra attacks being traded for extra damage. Basically skipping an attack to aim.

Either way I like them as big damage but long reload. So you need to use them as needed like a wand or other magic item.
 

Here was the most recent rules I was working with. This was intended for a setting around the Napoleonic/Age of Sail era when guns are just plain better than other ranged weapons and armour is on the way out, so the fact that they're more powerful than crossbows/bows etc is deliberate (but I did introduce the Recoil rule so that Str wasn't a totally obsolete stat!). It does make combat very swingy though. A high-level Champion fighter might be critting on an 18, and have three attacks per turn which translates to triple firearm damage base, so would be dealing out a MASSIVE amount of damage with a critical hit. Handling all the weird edge cases that various subclasses throw up is one of the occupational hazards of any attempt to pretty much rewrite a major component of the D&D combat engine like this.

The intent is that guns fire slow but hit hard, and offer some different tactical options to existing D&D ranged weapons. Armour is significantly less effective against them but not useless (otherwise the whole D&D combat maths breaks down). You'd need to eliminate the Gunslinger feat though, it'd make this waaaay overpowered. You could easily tone the damage and range down a bit for lower-tech guns, or if you didn't want to make other ranged weapons obsolete. I was tempted to introduce rules about keeping your gunpowder dry etc, but that's getting all a bit too fiddle, and honestly if you're being that finicky about gunpowder you should do the same with bowstrings. What I'd LIKE to do is come up with some way of reflecting that slow loading times mean that firearms are generally discharged at the start of close combat (or saved for a vital moment) while most combat is in melee. But that requires a generalist PC, and D&D rewards specialisation.


TypeDamageRangeSpecial
musket martial 1d12 piercing150/1200ammunition (firearms), two-handed, firearm, loading, recoil 13
fowling piecesimple 2d8 piercing30/300ammunition (firearms), two-handed, firearm, loading, recoil 13, scattershot
elephant gun
martial
2d8 piercing150/1200ammunition (firearms), two-handed, firearm, heavy, loading, recoil 15
boot pistolsimple 1d8 piercing20/60ammunition (firearms), firearm, loading, light
pistol simple 1d10 piercing30/120ammunition (firearms), firearm, loading
horse pistolmartial 1d12 piercing30/120
ammunition (firearms), firearm, heavy, loading, recoil 13


Firearm - a firearm with the loading property requires two hands to load. A character making an attack with a firearm has disadvantage to Stealth rolls made in the same round. Attack rolls with a firearm gain a bonus of 1d4 against targets wearing medium or heavy armour, or using a shield. A firearm may only be fired once on your turn regardless of whether you have the Extra Attack ability or any other ability that would grant you additional attacks on your turn. Instead, the base weapon damage (including any ability modifiers but not including extra dice to damage from abilities such as Divine Smite or Sneak Attack) is doubled if you can attack twice on your turn, tripled if you can attack three times on your turn, and so on. Any attack you make that is not part of an Attack action causes regular damage, even if you have the Extra Attack ability.

Recoil - a character wielding weapon with the recoil property who moves before attacking in the same round must have at least the listed strength or make the attack roll at disadvantage. If the weapon does not have the two-handed property, the wielder can remove this penalty by wielding the weapon with two hands.

Scattershot - attack rolls with a scattershot weapon are not made with disadvantage when attacking at long range. Instead, damage inflicted by scattershot weapons at long range is halved. Scattershot weapons do not add the usual 1d4 bonus to hit for firearms against heavily armoured or shielded targets.
 
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wellis

Explorer
Honestly wouldn't a number of D&D fantasy materials offer hefty protection against bullets, like adamantine or dragonhide or whatever?

Yeah they're high end but even musket rounds aren't like real world modern high velocity jacketed rounds. And those could be protected against from longer ranges via mundane materials I recall, nothing like some of the stuff you can make armor out of in D&D.
 


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