Untrained use of firearms will have a -6 penalty to hit. misfires ( a roll of a natural “1” ) will be bad…reflex save for half crit damage of the weapon…the misfire results will be determined as follows: d6 roll by the player. a 6 equals a catastrophic misfire ( Ref save ) 1-5 will result in a dud, with double the reload time.
So I've been DMing in 5e for a few weeks now, normal growing pains but I don't miss 3.5 at all at this point except for one thing, weapons and armor. I loved crafting magic armour and weapons and it feels like there is no place for that in 5e, I mean I realize you can modify existing stuff, but I'm hesitant to go as far as 3.5 allowed when it comes to changing a die amount or stacking bonuses. How to calculate damage DnD 5e. Your attack roll is 1d20 + your ability modifier + your proficiency bonus if you're proficient with the weapon you’re using. And for damage: When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage.
In the DMG there is a section on gunpowder weapons..I agree with the damage for pistols, ( musket damage will be changed to 2d10 ), ranges, and to some extent the prices…the rate of fire and reload actions are wrong though….the DMG states that the reload is 1 standard action…no, since the D20 round is now only 6 seconds, I cannot realistically see a blackpowder weapon being reloaded and aimed in 6 seconds…The 19th century civil war era muskets took about 30 seconds for an expert soldier to reload…and that was a highly motivated, experienced soldier, with the help of prepacked powder/wadding/shot cartridges…the muskets that 3E has laid out in the DMG are more in the line of the 18th century muskets at best…which did not have the luxury of the cartridges and improved caps for igniting the gunpowder.
Reload for firearms, for an untrained ( no firearms feat ) PC will be 10 rounds ( 1 minte ). ROF = 1/10
For a trained PC the reload time will be 5 rounds ( 30 seconds ). ROF = 1/5
Critical hits…if a creature of size S or M is critically hit by gunfire, that creature must make a Ref save to avoid a knockdown.
BLUNDERBUS:
Damage: 3d10 at short range/ 2d10 medium/1d10 long
Critical: x3
Ranges: 25ft/50ft/75ft
ROF: 1/5 ( 1/10 untrained )
Damage: 3d10 at short range/ 2d10 medium/1d10 long
Critical: x3
Ranges: 25ft/50ft/75ft
ROF: 1/5 ( 1/10 untrained )
Special: Knockdown at short range ( Reflex Save DC 20, creatures size S or M )/ 10ft spread at medium range/ broken glass, nails, gravel, and lead balls may be used as ammunition.
PISTOL:
Damage: 1d10
Critical: x3
Ranges: 50ft/100ft/150ft
ROF: 1/5 ( 1/10 untrained )
Special: NA
Damage: 1d10
Critical: x3
Ranges: 50ft/100ft/150ft
ROF: 1/5 ( 1/10 untrained )
Special: NA
MUSKET:
Damage: 2d10
Critical: x3
Ranges: 150ft/300ft/450ft
ROF: 1/5 ( 1/10 untrained )
Special: NA
Damage: 2d10
Critical: x3
Ranges: 150ft/300ft/450ft
ROF: 1/5 ( 1/10 untrained )
Special: NA
FIREARMS PROFICIENCY: USE FIREARMS WITHOUT THE -6 PENALTY AND REDUCTION OF THE RELOAD TIME TO 1/5 INSTEAD OF THE UNTRAINED 1/10 )
FIREARM MASTERY: PRE: FIREARM PROF, POINT BLANK SHOT, PRECISE SHOT.
ROF 1/4, +2 TO HIT BONUS. THE FIREARM MASTER MAY ALSO SPEND 3 ROUNDS AIMING. AFTER THE AIMING PERIOD, THE MASTER WILL HAVE 3 ROUNDS TO MAKE A CALLED SHOT. IF THE CALLED SHOT HITS, IT IS AN AUTOMATIC CRITICAL HIT.
ARTILLERIST: PRE: FIREARMS PROF. ABILITY TO AIM, FIRE, AND MAINTAIN CANNONS, MORTARS, BOMBARDS, AND EXPLOSIVES.
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5E Dungeons & Dragon Treasure Generator
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