The Waters of Camarilla
(The guns in the setting of Camarilla are considered "flintlock," for purposes of modern-day reference.)
Your typical commoner is not proficient with firearms, so all types of firearms are considered martial ranged weapons. When using a firearm, add your Dexterity bonus to damage and attack.
Martial Style: Firearms
The warrior gains a +2 to attack with a firearm. The warrior can also roll advantage on a misfire save (see below).
Firearm Weapon Properties
Firearms have four new traits: slow load, misfire, Deadly Crit, and armor piercing.
- Slow Load – Flint lock muskets take three actions to reload if the individual is not trained in their use. An individual who has the Sharpshooter feat gains one extra perk, with firearms, and may reduce the loading time to 2 actions. Flintlock pistols take 2 actions to reload, and 1 action with the Sharpshooter feat
- Misfire – Anytime a musket or pistol rolls a 1, the shooter must roll for a save against the misfire: roll 1d20 against DC 10 (roll with advantage if possessing the martial style Firearms). If you fail the save, roll another 1d20
1-10 – Weapon has misfired; takes 1d4 actions to clear
11-15 – Weapon's flint has gone dull; may attempt to fire again but future misfires chances are 1-5 on attack roll
16-19 – Dragon powder has ignited; Roll 1d20: 10+ weapon is too damaged to use. Make a DC 10 Dex save; on a failure, take 1d4 fire damage
20 – Weapon has blown up. Make a DC 12 Dex save or take 1d8 damage
- Armor Piercing – When firing against an opponent with medium or heavy armor, the attacker gains advantage
- Deadly Crit - When a Firearm rolls a critical hit, it triples its damage dice instead of doubling
Flintlock Pistol (200 gp)
Properties: Ammunition, Misfire, Slow Load, Armor Piercing, Deadly Crit, Range (40/80), Light, One-Handed
Weight: 5 lbs
The standard flintlock pistol is a single-barreled one-handed weapon with a flintlock to ignite the dragon powder. It is best at short range. Since reload times are often impractical in battle, it was common to wear a brace of pistols, sometimes with tow, four, or even six or more loaded pistols on a warrior to keep firing without stopping to reload.
Flintlock Musket (800 gp)
Properties: Ammunition, Misfire, Slow Load, Armor Piercing, Deadly Crit, Range (60/120), Two-Handed
Weight: 10 lbs
The flintlock musket is the longer-ranged counterpart to the pistol. It requires a powder horn and a rod to drive the powder and ball into the barrel. A flintlock musket is sometimes called an arquebus.
Flintlock Rifle (1200 gp)
Properties: Ammunition, Misfire, Slow Load, Armor Piercing, Deadly Crit, Range (90/180), Two-Handed
Weight: 10 lbs
The flintlock rifle is an emergent evolution of the musket, allowing for grooving in the barrel which aids in distance and accuracy.
Blunderbuss (400 gp)
Damage: 2d6 (short range), 1d6 (lone range)
Properties: Ammunition, Misfire, Slow Load, Deadly Crit, Range (20/40), Light, One-Handed
Weight: 5 lbs
The blunderbuss is a short range one-handed proto-shotgun that is very effective at close quarters and effective onboard ships. It is possible to get a version with two barrels (or more), just double the cost and weight of each extra barrel. When you have multiple loaded barrels, you can fire them off like normal attacks before having to reload, but the reload time is per barrel.
Pistol Shot and Powder (40 gp)
100 balls and enough powder to fire them all.
Weight: 3 lbs
Musket/Rifle Shot and Powder (40 gp)
100 balls and enough powder to fire them. Musket and rifle balls are larger and can't work in pistols.
Weight: 7 lbs
Blunderbuss Shot and Powder (25 gp)
Tiny lead balls. There is enough in one package for 100 shots plus powder.
Weight: 4 lbs
Other Notes of Interest
Firearms can be costly and difficult to repair due to the tooled nature of the parts. A damaged firearm (such as from a misfire) will cost 20% of its base cost to secure necessary parts for the repair, or 40% of the base cost to hire a specialist to do the work as well.
A character can attempt to make his or her own repairs with a Dex check, DC 12 for minor damage or DC 15 for major damage. If the character has firearms as their martial specialty, they may gain advantage on a repair roll. Assume repairs take 1d8 hours, half that if the Dex check is a critical success
Any rifle or musket may be turned into a polearm effectively by attaching a specialized dagger to the end of the barrel. This allows the weapon to be used in melee; bayonets do 1d6 damage and are light weapons, considered two-handed when attached to the end of the musket.