D&D 5E Hand cannon?

I'd probably have it take an action to use for a single shot (no extra attacks with other weapons), do 8d6 in a 120' line (like lightning bolt, but all bludgeoning/piercing), and take 2 actions to reload it. Also explodes on a natural 1 (8d6 piercing damage in 20' radius centered on the user).

Magical ammo could create a stinking cloud at the end of the line (or centered on the first creature hit in the line), or could explode with each creature it hits, causing smaller AOE's as it passes through, or could "bounce" allowing you to send it around corners.

I think that damage would be very reasonable for a small cannon as in a small *artillery piece*, but why such a high damage for a non-magical hand held weapon? If it was that potent the recoil would wreck the user. I'm not saying you are wrong, but I would like to hear your logic.
 

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I think that damage would be very reasonable for a small cannon as in a small *artillery piece*, but why such a high damage for a non-magical hand held weapon? If it was that potent the recoil would wreck the user. I'm not saying you are wrong, but I would like to hear your logic.

My logic is that D&D does not attempt to be historically accurate, or even realistic when it comes to weapons. So I'm not trying to exactly simulate a historical weapon that I have no real data about. It's more of a cinematic/fantasy version of the weapon.

I'm basing it off the Wand of Lightning Bolts. 8d6 damage in a line, Dex safe for half. (DC should be 8+ the wielders Dex+Proficiency bonus)

Since it is notionally mundane, it has drawbacks: Explodes in your hand on a natural 1, extremely long reload time (2 actions, so most characters can use it every 3rd round), uses (expensive) ammunition instead of charges. Benefits: doesn't require attunement, can use magical ammo.
 

My logic is that D&D does not attempt to be historically accurate, or even realistic when it comes to weapons. So I'm not trying to exactly simulate a historical weapon that I have no real data about. It's more of a cinematic/fantasy version of the weapon.

I'm basing it off the Wand of Lightning Bolts. 8d6 damage in a line, Dex safe for half. (DC should be 8+ the wielders Dex+Proficiency bonus)

Since it is notionally mundane, it has drawbacks: Explodes in your hand on a natural 1, extremely long reload time (2 actions, so most characters can use it every 3rd round), uses (expensive) ammunition instead of charges. Benefits: doesn't require attunement, can use magical ammo.

Usually what happens in this kind of scenario is that it is used in the first round and then ignored in favor of something else rather than spending the downtime reloading. So the damage spikes rather than being spread out over several rounds.
 

Usually what happens in this kind of scenario is that it is used in the first round and then ignored in favor of something else rather than spending the downtime reloading. So the damage spikes rather than being spread out over several rounds.

Which is exactly what I want. Otherwise it would simply be too powerful.
 

Saying it doesn't do historical weapons well... it's a bit dodging the issue no? A crossbow is a historical weapon too. Besides, the game already has a hand canon, in the form of one of the artificer subclasses:

https://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf

You would need to reach high level to get that amount of damage with the gunner...

Anyway, one thing I *do* like a lot about the system you propose is the "shoot once and then switch to other weapon, unless you have a lot of time". That is realistic *and* interesting from a game perspective. Works very well in a musqueteer type of game.
 

Saying it doesn't do historical weapons well... it's a bit dodging the issue no? A crossbow is a historical weapon too. Besides, the game already has a hand canon, in the form of one of the artificer subclasses:

https://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf

You would need to reach high level to get that amount of damage with the gunner...

Don't know about the subclass, and don't care about it. The question from the OP was how one would implement a version of the chinese hand cannon in 5e D&D. This is how I would do it. Not everything needs to be tied to a specific class or subclass ability. I don't feel the need to justify it beyond what I've already done.

If you would do it differently, then do it differently.

Anyway, one thing I *do* like a lot about the system you propose is the "shoot once and then switch to other weapon, unless you have a lot of time". That is realistic *and* interesting from a game perspective. Works very well in a musqueteer type of game.
Thanks.
 

Usually what happens in this kind of scenario is that it is used in the first round and then ignored in favor of something else rather than spending the downtime reloading. So the damage spikes rather than being spread out over several rounds.

Which is exactly what I want. Otherwise it would simply be too powerful.
The problem being that if this is a mundane, manufactured object rather than a magic item, the "something else" that you're swapping to after your first attack is another hand cannon.

Personally I'd go for maybe 2d6 damage ranged weapon attack: It's an early, primitive musket, not an artillery piece.
 

The problem being that if this is a mundane, manufactured object rather than a magic item, the "something else" that you're swapping to after your first attack is another hand cannon.

Personally I'd go for maybe 2d6 damage ranged weapon attack: It's an early, primitive musket, not an artillery piece.

Then you do that.
 

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