Firearms
Firearms were invented in 687 PR during the Age of Arcana, when Archinauld Bottomglass, an inventor, created the first matchlock pistol. For many years, the idea of firearms floated around the scientific world, being upgraded and expanded on over time. During the Interwar in 762 PR, a group of scientists in the Faradel Confederation invented a new type of gunpowder made with residium nitrate, or "residate", which utilized the magical energy of the Weave to help propel the bullet forward. This type of gunpowder was much more easily ignited as well, which paved the way for the more reliable flintlock firearms.
Since the war, firearms have further developed into a plethora of guns with multiple bullet capacities, bullet types and materials, forever changing the way that gunfights are fought.
Firearm Properties
There are 5 unique properties to firearms as seen in the table above. Reload. A weapon can be fired a number of times equal to its Reload score before you must spend 1 action or 1 attack as part of the Attack action to reload the weapon. Reloading a weapon requires a free hand. Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend 1 minute to unjam it. If you are proficient in firearms, it only takes an action. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1. If you rolled below the misfire score and a feature would allow you to reroll the attack roll but not gain advantage, your attack can still hit your target using the new roll. However, the weapon will immediately jam afterward. Volatile. Firearms are less consistent but easier to use than other ranged weapons. You do not add your Dexterity modifier to damage rolls made by the weapon, unless a special feature allows you to. Explosive. Upon a hit, everything within 5 ft. of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer the amount of fire damage specified. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. Destructive. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Destructive score, the weapon explodes in your hands. Everything in a 5 ft. radius circle centered around you suffers 1d8 fire damage, and the weapon is broken. Weapons broken in this way must be mended with Tinker's tools by someone with proficiency in firearms while spending 1 hour as part of a long rest and a quarter of the cost of the firearm. There may be more undiscovered bullet types and firearms within the world of Aoterra.Remove these ads. Join the Worldbuilders Guild




Comments