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