D&D 5E The tech types of your homebrew settings and characters

Last session, the dragonborn paladin asked the gnome and goblin sages the party saved to make a repeating lance-musket.

A lance..
with a musket...
that reloads without an action.
 

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My current setting has a disparate level of technology, with early firearms and cannon being fairly common, especially in the more civilized South. However, ancient, lost arcane secrets power magical versions of far more advanced things, such as a magical train system in one city. Far more advanced pieces of tech are found in the Barrier Peaks, sometimes in working order, which I put in the distant North, including chainsaw power axes, laser rifles, and robotic limbs.

This changed a lot thanks to my players in the last campaign played in that setting, as that game revolved around the Barrier Peaks suddenly turning outright menacing, due to what was discovered to be long-dormant Phyrexian technology corrupting all the crashed alien stuff, fixing it, and invading the setting in a giant Robot War. The PCs were left at the end with a giant pile of super-advanced scrap metal and parts, and worked with a very rich, semi-villainous Kobold engineer to rebuild as much as they can. Now, several years later, their original homeland is the premiere source of firearms, explosives, and very early steam technology and they have rapidly flooded the market with advanced technology.

I think they're kind of regretting this, since although that game was 4e, the new one is 5e, and a group of mooks with muskets are a very dangerous threat indeed.

Substantially higher-level technology can be found in the hands of Dread Keraptis, master of White Plume Mountain, although White Plume Mountain vanished a thousand years ago. Of course, signs point to its imminent return.
 

The gnomlings brought with them strange weapons when they fled their own land. Now a wandering tinker race they are often sought out for their ability to keep the black powder weapons functional.

Blackpowder Weapons: basically crossbows with self loading feature, cause knockback, do ongoing damage, and have armor piercing
 

For an upcoming campaign, I'm building a post-apocalyptic world where different cultures of humans got to different technology levels before going extinct.

In this world, there is a race of androids, left behind by the most technologically advanced civilization. These are sentient electromechanical creatures, outwardly indistinguishable from humans, created by a not-sentient nanite fluid originally designed for medical purposes. By the way, if this fluid comes in contact with a living human's bloodstream, it will slowly replicate, replacing the human's blood cells, and start "improving" the host's organs by replacing them with electronic and mechanical components. Eventually, it replaces the brain with a computer, and the human becomes an android. This is how they reproduce.

They also have laser guns, lightsabers, and hoverboards, but good luck using them if you don't have an internal fusion reactor.

I currently have my pcs running through a dark cave after being captured so they haven't got a clue... little do they know the drow temple they are stood in is a mindflayer space ship that crash and then "cloaked" to become a drow temple where they "made" people into driders with varying degrees of success. They also made a lovely organic cleaner these cute black fuzzy things will devour any dead flesh with ease but only the dead flesh great for cleaning up murder hobo tendency and keeping their wounds clean the pcs got their hands on one of these oh did i mention that they are unstable and upon maturing go crazy and eat anything and everything? There is also a speed boat with a fire elemental trapped in its engine in there as well. Almost forgot the suite of "battle Armour" iron man style

As for the rest of the world im thinking pretty basic medieval maybe with major city centers having some minor eberron style stuffs like magelight lamps

This may be the only time I have ever or will ever say this to a fellow DM: Please tell me more about your campaign world!
 

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They also have laser guns, lightsabers, and hoverboards, but good luck using them if you don't have an internal fusion reactor.

This may be the only time I have ever or will ever say this to a fellow DM: Please tell me more about your campaign world!

Dam now i wish i had an internal fusion reactor.

Its not a very well defined world tbh all i really have are rough ideas as im trying to keep it small. Basically the PCs all awoke in a set of cages after never seeing each and they where told by a voice inside their heads to go in this cave and collect artifacts from a long bygone race(Mindflayers playing on the they came from space masters of the universe spelljammer jam) I instantly expected them to attempt to escape so i only really fleshed out the nearest village and the cave.

The cave itself was created by a MF ship that crashed some 20trillion years ago and has even been forgotten by the immortals as the ship was coming down segments broke off influencing tech in the world which is going to be "magitech" similar to what they have going on in Eberron. Inside the ship is HUGE amounts of tech they can plunder to there hearts content provided they can excavate it. If they keep heading in their is a mindflayer city at the bottom that may or may not be inhabited by a vampiric mindflayer that dabbled in the arcane arts that may or may not of been the downfall of the MF empire and the ship may or may not be a prison ship and there captor may or may not be a BH trying to get the bounty and turn it back in to the MFs maybe :). As for the drider thing well they saw one thought wtf if lolth can do it so can we...
 
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The land of Yon is basically Steampunk China. Well, I say "steampunk"-- it's really more "gunpowderpunk". And, well, I say "gunpowder", but they haven't gotten around to guns yet; they're having too much fun strapping rockets to everything. Have you heard of a firewheel? It's like a waterwheel, except... not. And then there are the rocket kites. Concerning those, five words should suffice: kung fu with fighter jets.

The PCs, however, are adventuring on the opposite end of the world, and have never even heard of Yon. Their neck of the woods is, by design, back-to-basics medieval European fantasy. They've got full plate, because you gotta have full plate, and some clever farmer out there is probably thinking about how he could put a collar on a horse. So if they ever travel abroad, they may be in for a bit of a shock.
 

Does your setting have firearms? Which ones: renaissance, modern, or futuristic?

Not a chance. Never.

What about explosives?

Other than magical/alchemical compounds, no. "Gunpowder", dynamite, grenades, modern age type land mines, etc... Anything significantly more than a flask/barrel of "alchemist's fire"? No.

Poisoncraft?

Poison...craft? You mean people know about and how to use and create poisons and antidotes? Yeah. Sure.

Regular old masterwork items?

There's nothing "regular" (though many might be "old") about masterwork items. Sure, those exist. Given the distinct rarity of actual "masters", their works are, understandably, equally hard to come by.

Does your setting have "Magictech" items and weapons?

Other than stuff like magically powered flying ships, levitating elevator/lifts, or weapons that fire magical energy (crossbows, halberds, etc..."force" damage in 5e) a la various cartoon-action series, I'm going to say no. Teleportal circles/platforms, for example, exist but they are far from common, let alone a public service. Magical communication devices exist, but again, other than among powerful mages or royalty, these are not common devices. So I think they'd fall into the "typical magic items" type of stuff.

What about steampunk and clockwork gadgets and arms?

Meh. I really don't like steampunk. But I suppose, somewhere in the world, some crazy gnome or would-be wizard is working on steam-engine stuff. Clockwork...yeah, again, I guess it's somewhere in the world. Other than making actual clocks though, it's not the kind of thing you are likely to run across. I've never used a clockwork dragon or anything like that, if that's what you're looking for. Some strongholds/fortifications/traps of dwarven or various ancient evil human empires utilized gearwork, of course. Dwarves have also created/perfected the "repeating crossbow", up to 6 bolts (on a fully loaded clip) without needing to reload. These are closely guarded treasures not traded or shared with other races. Rarely, one might be given to a great friend/ally/warrior as a gift.


Sure. But that's not "tech." That's magic. Dwarf-based, to be precise. Though now used by the barbarian shamans and other "runecasters" (originally taught from the dwarves but now just passed down from master to student and largely lost). They have largely fallen into nothing more than normal language among dwarves and the number that still acknowledge their origins, let alone can command/weave power through the runes are very few.

Which races are associated to which types of technology?

Metallurgy and stonework, of course, are ruled by dwarves. Gnomes do their share, more often with precious metals and gemstones than large scale construction, but they can make passably good (to a dwarf's eye) weapons...sometimes.

Elves and dwarves, of course, lead the pack when it comes to weapon- and armor-smithing and design. Elves also rival dwarves in terms of construction/engineering and the two races are responsible for the vast majority of the lasting structures and strongholds across the realms. Elves, obviously, are also famed across the world for their expertise with animal husbandry and wine-making. As well as the "typical" elvin pursuits of magic, archery, and the visual and musical arts.

While daelvar (the Orean halfling) are also particularly good with domesticated animals and any/all agriculture, and ales, berry-wines, and the distilling of fruit- or grain-based liquors. They and gnomes are particularly skilled craftsmen in terms of carpentry, furniture making, and other woodworking.

Humans can do...all of these things, to varying levels of success. But none of them, without the assistance of magic or the respective race's oversight, can match the dwarf/elf/daelvar/gnome level of accomplishment.
 


Most sailing ships used by maritime nations are early tech, one or two masted ships.

Elves have the sailing technology for advanced schooners and such, although they rarely bring them out obviously into the open. Faster, tack into the wind better, more responsive, etc.

After all, they have to have something they can use to "sail into the west" at the end of their earthly days.

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Here are the stats for the "high tech" purchasable ranged weapon of my Six Kindoms setting

Dwarven Battleaxe with the "Throw" Rune on it (requires attunement)
Rare magic item/ Martial proficiency
1d8 slashing
Versatile (1d10), thrown (20/60)

Elven +1 Greatbow
Rare magic item/ Martial proficiency
1d10 piercing
Ammunition (200/800) heavy, two handed

Gnomish Repeating Light Crossbow
Rare mundane item/Simple proficiency
1d8 piercing
Ammunition (80/320) reload (6 shots), two handed

Goblin Musket
Rare mundane item/Martial proficiency
1d12 piercing
Ammunition (40/120) heavy, two handed, special*

Tiefling Devil Rifle
Rare mundane item/Simple proficiency
3d8 fire
Ammunition (100/300) heavy, two handed, special**

High Elf Mage-Carbine
Rare magic item/Simple proficiency (requires attunement)
magic missile as a 1st level slot
two handed, loading, special***

Vined Longwhip
Uncommon mundane item/Martial proficiency
1d12 slashing
(range 100/300), special****

* if the bullets aren't made specifically for the musket barrel, there is a 15% chance of the weapon breaking when fired.
** Energy ammunition cost half the cost of the rifle on the open market
*** No attack roll. Casts magic missile on attack. DC based on the crafter. Adds crafter's Intelligence modifier to damage.
**** Attacks with longwhip have disadvantage in you did not spend an action to wind up or did not make an attack action the turn before.

"When you get into rich people firefights, poor people die"
 

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