Crimson Shores Equipment Expanded

Expanding Mundane Equipment
As we further explore the many unique Erenel Kingdoms, equipment options, armor, and weapon offerings will grow! The intention is to provide a variety of new and exciting items, not overshadow equipment already in-game.   New weapon and armor properties are available with the ultimate goal of adding diversity to your table.   As a Dungeon Master, feel free to allow the provided options without unique properties if you wish. However, all item properties are designed to adhere to the design philosophy of 5E and have been playtested.
— Gamingbrew
The weapons used by the Vice and pirate factions of the Crimson Shores reflect their naval environment. While at sea, combat is heavily favored for the nimble and finesse. Better to have an evasive fighting style as the ship rocks wildly, or you may fall into the watery depths below.   Pirates of the Crimson Shores enjoy experimenting with crude black powders, resulting in explosive yet intimidating results. As black powder slowly expands across Erenel, this volatile and extremely experimental new weaponry has resulted in chaotic advancements. The development of cannons and smaller muzzle-loaded firearms is favored in the Crimson Shores, where a thunderous boom wouldn't call in the town's guard.   While effective, firearms are unreliable. Misfires are an unfortunate side effect of this exciting new weaponry.

Firearms Ruleset

Firearm Proficiency

Classes that come with the optional rule Firearm Proficiency are considered proficient with all Erenel Firearms (Artificer, Gunslinger). If a Character without Firearm Proficiency tries to use a Firearm in combat, the misfire rate is doubled.


When you roll an attack roll and the dice roll, before modifiers, is equal to or lower than the weapon’s misfire score, the weapon jams. A jammed weapon cannot be used until you use your action to fix the weapon’s malfunction.

Firearm Ammunition

The ammunition used from a firearm is destroyed upon use. All firearm unless stated otherwise use Bullets.
  Bullet: 1 sp per bullet.


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Rules to Remember

With the introduction of new weapon and firearm properties, a friendly clarification and reminder on specific rules.
  • Firearms use Dexterity as their attack and damage modifier.
  • Bleed does not take effect if you only damage temporary hit points.
  • Firearms are ranged weapon. You still have disadvantage on attack rolls if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
by gubenco



A blade that can attach to the barrel of a musket or two-handed firearm. The Bayonet can be attached or removed as an action. While attached, the wielder can make an improvised weapon attack with the Bayonet's damage.

Boarding Axe

Heavier than a handaxe with a significant spike opposite the blade, the boarding axe helps sailors and pirates climb up masts or into ships. When making a Strength (Athletics) check to climb, add double your proficiency bonus to the check.

Chained Anchor Flail

A heavy flail made from a small anchor fashioned to the end of a chain. The chained anchor flail's chain is considerably longer than that of a typical flail.


A favorite among pirates, the short yet broad curved blade is robust enough to hack through heavy ropes and enemies while short enough to maneuver with in close quarters.


This oversized fishhook can be attached to the arm with leather straps and allows sailors with missing hands to lift or carry objects. For those who still have both hands, a handle under the hook can be held.



A flared short barrel muzzle allows the Blunderbuss to fire a shrapnel spray at short range. If you make an attack with the Blunderbuss against a creature within half the Blunderbuss’s normal range, the Blunderbuss deals 2d8 damage instead of 2d6.

Flintlock Pistol

A one handed firearm, this loud, yet reliable weapon is the most popular firearm in Erenel due to its size and ability to use with another weapon at the ready.


A long barreled firearm capable of firing at targets from range with precision. If a bayonet is attached to the end of a Musket, melee attacks with the bayonet gain Reach.


Favored by whalers and underwater hunters, this unique firearm is fashioned to launch a spear instead of standard ammunition. Typically, a rope is attached to the spear to reel in the target.   The speargun uses a spear as ammunition. If a speargun hits a target, the spear sticks into the creature while the rope remains attached to the speargun. As an action, make an opposed Strength (Athletics) check against the target to pull the target 10 feet closer to you on a success. If the target attempts to move, you can use your reaction to make an opposed Strength (Athletics) check to prevent their movement on a success. You must continue to use two hands to maintain your grip. If the target can grip the spear, it can remove the spear as an action.

Special Property


After successfully dealing damage to the hit points of a creature that has blood, apply 1 stack of the bleed condition. For each stack of the bleed condition, the bleeding creature takes 1 damage at the start of their turn. The bleed condition can stack up to a total of (5) stacks.   Multiple bleed conditions cannot be placed on the same target, but stack together. All stacks are removed when the bleeding target receives any healing, or after a successful Medicine skill check.   Medicine skill check DC = 8 + total bleed stacks.

Firearm Feats

Pistol Mastery

You have practiced extensively with a variety of firearms, gaining the following benefits.
  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with Firearms.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on firearm attack rolls that require one hand.
  • A Flintlock Pistol you wield gains the Light property.
  • Marksman Mastery

    You have practiced extensively with a variety of firearms, gaining the following benefits.
  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with Firearms.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on firearm attack rolls that require two hands.
  • Your two handed firearm attacks ignore half cover.
  • Weapon and Firearm Tables

    Weapon Cost Damage Weight Properties
    Simple Melee Weapons
    Bayonet 3 gp 1d4 piercing 1 lb Finesse, light special
    Fishhook 5 gp 1d4 piercing 2 lb Bleed, finesse, light
    Martial Melee Weapons
    Boarding Axe 8 gp 1d6 slashing 3 lb Light, special
    Chained Anchor Flail 50 gp 2d6 bludgeoning 15 lb Heavy, reach, two-handed
    Cutlass 20 gp 1d8 slashing 3 lb Bleed, finesse
    Firearm Cost Damage Weight Properties Misfire
    Blunderbuss 300 gp 2d6 piercing 7 lb Ammunition (range 20/60), loading, special 3
    Flintlock Pistol 180 gp 1d10 piercing 4 lb Ammunition (range 40/120), loading 2
    Musket 250 gp 1d12 piercing 10 lb Ammunition (range 120/480), loading, special, two-handed 2
    Speargun 200 gp 2d8 piercing 10 lb Ammunition (range 40/120), loading, special, two-handed 1

    Cover image: by BrittMartin


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