Firearms in Dawnmire Technology / Science in Dawnmire | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Firearms in Dawnmire

Various kinds of firearms exist on the world of Eosis, and have become relatively common among both civilians and national militaries - though bows and crossbows remain the favored weapons of many cultures, as well as the average game hunter. First developed roughly two centuries ago in the Inheon Shogunate, and subsequently refined by Bridgefolk and Qerric weaponsmiths, they exist in two major categories: flintlock and matchlock small arms (pistols, muskets, blunderbusses) and cannons.   Firearm technology also appears to have emerged independently in the Dregaushei Congregation, whose gray dwarven metalsmiths have produced sharpshooter muskets capable of competing with longbows.  

Additional Firearm Rules

Proficiency & Starting Equipment

For proficiency purposes only, pistols are considered simple ranged weapons within Dawnmire. Muskets, grenades and all of the weapons listed below are considered martial ranged weapons. A character which starts with proficiency in a single ranged weapon may exchange it for proficiency with a pistol (if a simple weapon) or musket (if a martial weapon).   Characters which start with a bow or crossbow may instead start with a pistol or musket, and the same amount of ammunition.  

Karstland & Bridgefolk Firearms

Name Rarity Damage Weight Properties
Blunderbuss Uncommon 2d6 piercing 10 lb. Ammunition, Range (15/45), Loading, Two-Handed
Pepperbox Pistol Uncommon 1d10 piercing 5 lb. Ammunition, Range (40/120), Loading (4)
Pepperbox Carbine Rare 1d12 piercing 20 lb. Ammunition, Range (90/280), Loading (4), Two Handed

Exotic Firearms

Name Rarity Damage Weight Properties
Qerric Firelance Rare 3d4 fire 30 lb. Ammunition, Range (40/120), Loading, Two Handed, Heavy
Dregaushei Sniper Very Rare 2d6+1 piercing 25 lb. Ammunition, Range (200/600), Loading, Two Handed, Heavy

Bayonets & Hybrid Weapons

A bayonet is a dagger or shortsword with the special property of being able to attach to any two-handed firearm for ease of use in melee combat. In both cases, the cost increases by 2 gp and the weight increases by 1 lb.   Hybrid weapons such as gun-swords and gun-axes are typically uncommon (simple weapons) or rare (martial weapons), and function as both a melee weapon and a flintlock or pepperbox pistol.  

Kugel Guns

A rare tier of weapons, Kugel guns, also called arc guns or lightning guns, are experimental firearm-like weapons which rely on weaponized arc coils to fire electricity. Most have been made to replicate the basic effects of standard and Bridge-made firearms, but deal lightning damage, and do not suffer from the need to reload or use ammunition - only requiring a manual wind-up when their energy is depleted. This wind-up can be done as a bonus action, replenishing 1d4 + Dex charges.   Unfortunately, most Kugel guns manufactured so far also have a higher misfire rate than conventional firearms (misfire 1).

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!