D&D (2024) Firearms in the Forgotten Realms (+)

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ (He/Him)
Way back in 2e, the PHB included the arquebus (an ancestor of the musket) and the Forgotten Realms Adventures book added in a few more. Now that the 24 PHB includes a pistol and a musket, I thought I’d try my hand converting the personal firearms from FRA (no Bombard and Ribald for now) to 5e. The goal here is to keep with the design space of the other firearms of the 14 DMG and the 24 PHB, not the 2e’s firearm mechanics.

So, I submit to you my first draft. I’m very much open to suggestions to make these weapons worthwhile as options, but not too good.

Firearms​

NameDamagePropertiesMastery
Weight
Cost
Martial Ranged Weapons
Blunderbuss2d6 PiercingAmmunition (Range 10/30; Bullet), Loading, Two-HandedTopple
8 lb.​
450 GP​
Caviler1d8 PiercingAmmunition (Range 30/90; Bullet), LoadingGraze
6 lb.​
200 GP​
Starwheel Pistol1d6 PiercingAmmunition (Range 30/90; Bullet), Light, LoadingSap
1 lb.​
100 GP​

Blunderbuss: A variation of the arquebus with a wide bore and a trumpetlike barrel, the blunderbuss is also called the Gondgun derisively. It has very poor range, but has the advantage that it can fire stones, pellets, iron shot, or anything else that fits down its gullet.

Caviler: A lighter form of musket which inflicts less damage but is more accurate (it has a better chance to inflict additional damage). The caviler takes two hands to fire, but can be fired from horseback at no penalty. Most cavilers (except cheap copies) are made by the priests of Gond in Lantan and are marked with the symbol of the god on their metal stock.

Starwheel Pistol: Not of Gond manufacture, and perhaps not made anywhere in the Realms, the starwheel is a one-handed weapon which inflicts little damage
 

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Firearms dealing absurd damage compared to swords and bows has always confused me.

Why is getting shot with a bullet potentially more lethal than being stabbed with a sword or getting an axe hewn into your stomach?
D&D damage is perception-based.

A gun is scarier than a sword is scarier than a knife even through a knife in the kidneys is going to end you just as easily.
 

I don't see any particular issues with your designs but overall I'd say these weapons are on the weak side compared to what is already available, so you may find that players just ignore them unless they value the flavor over powerful game mechanics:
  • Blunderbuss does gain 0.5 average damage over a Musket but wow that range is really limiting and hard to justify relying on. Without feats you would have to stand exactly 10 feet away to not have disadvantage on every attack (and if you use the weapon mastery then you give yourself disadvantage)
  • For Caviler why would anyone use this over a Pistol? Or a Longbow for that matter? Pistol does more damage with all else same, Longbow has way more range with all else same.
  • For Starwheel Pistol, why use this over a Hand Crossbow? Same damage, less range, and arguably a worse weapon mastery (you could debate this though).
 

I've used the cartridge based rifles in the DMG. Just don't hand out lots of cartridges;).

Guns have never really been a problem mechanically. Gond is a thing in FR.
 

Why martial weapons?

Firearms should be simple weapons. That's their whole shtick. They are dead simple to use. Unlike bow that takes years to master, old black powder guns were dead simple. Point and pull the trigger. Also, because they take long to reload, they are in pure damage output, inferior to bows.
 

Why martial weapons?

Firearms should be simple weapons. That's their whole shtick. They are dead simple to use. Unlike bow that takes years to master, old black powder guns were dead simple. Point and pull the trigger. Also, because they take long to reload, they are in pure damage output, inferior to bows.
Because if they're simple weapons they interact with Monk and Rogue in bizarre ways that don't fit most of the narratives around Appendix N style stories (excepting the Grishaverse)
 

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