D&D 5e. Complete fire arms

Who ever said the pen is mightier than the sword has obviously never encounterd automatic weapons."- Gen. Douglas MacArthur

D&D is set in a medevial fantasy setting, but basicly as soon as this setting was codifyed, people started to push it. That Medevial Europe had fire arms, and medevial china had countless rocket launchers, the lack of inclusion of fire arms is not a question of balance since they are general found within the GM guide books: but of flavor. We imagine guns failing to exist infantasy, so we don't allow them to exist. Some of course feel they should exist, and in some settings you can put D&D, they may be a requirment for flavor. It's hard to be a train robbing cowboy, without a six shooter, and pirates require pistols to wave about.

This is perhapes another document to throw on the vast pile of players trying to homebrew fire arms, and this one only attempts to be special by covering a vast time period. from the 13th, to 20th century in terms of fire arm technology: extending from the primitive Fire Lance, to the Repeater, to the heavy Water Cooled, this is an attempt to give rules for basicly ANY fire arm, for any setting to Push D&D as far as it's rules can carry it.

With that: let us begin.

Credit: Public Domain.


Table of contents

10th-13th century

The oldest fire arms are chinese in orgins, these primitve tubes of iron, bronze and bamboo were more for suprise and shock effect then for damage and destruction. But they were still powerful and dangerious, and the Song dynasty would outlaw the trade of gun powder ingredients during the 11th century, and by the 13th century fire arms were genuinely lethal and dangerious, haveing evovled into a vast asstortment of forms from early hand guns, to multiple stage rockets.


10th century fire arms

Simple weapons
Weapon Cost damage Weight Properties
Fire Lance 1GP 1d6 piercing 4lb Versatile (1d8),Slow Loading (short rest
Fire Arrow type A 1gp Special 0.5 Ammunition, Special, AP3,
Martial Weapons
Weapon Cost damage Weight Properties
Fire Arrow type B 3gp Special 1 Ammunition, Special, AP4
Adv-Fire Lance 2GP 1d6 piercing 4lb Versatile (1d8), Slow Loading (short rest)
Heavy Fire Lance. 10GP D8+2 piercing 4lb Ammunition(range 10/25), two-handed, Slow Loading (5), AP 2.
Thunder Crash Bombs 12GP 1d10 piercing 1lb One shot, Thrown(range 10/30), AOE: 15
Ji Li Huo Qiu (Caltrop bomb) 12GP 1d8 piercing 1lb One shot, Thrown(range 10/30), AOE 15
Du Yao Yan Qiu (Poisonous Smoke Bomb.) 2GP 1d10 Poison damage 1lb One shot, Thrown(range 10/30), AOE 15
Rocket Launcher. 20GP Special 10lb Ammunition(Special), two-handed, Loading

Weapon Properties

Armor Pirceing (X): Unlike bows or swords, black powder weapons store all there energy as chemical energy, which means there is no limit to there strength, makeing them exceptionally good at breaking throug armor. A weapon with the armor piercing property (Often called AP), treats a target's AC as an amount lower equal to teh AP value of the weapon, to a Minimal of 10 + the target's Dex modifer. To put another way: It negates an amount of AC up to, but not greater then, the amount of AC granted by equipment. As a rule of thumb: as guns better armor gets lighter and lighter.

Slow Loading (X): Until very recently, fire arms were very slow to load. The best a british muskteer was expected to manage was four shots a minute. 60/4=15 seconds, A D&D round is six seconds, so it would take at least two or three turns to reload a musket. (thoguh a very good person could reach six shots a Miniute, which is doable in one round)Slow Loading represents this. the Slow Loading proprty means it takes the number of standard actions as indicated in the X, for the weapon to be reloaded. If intrupted the process does not start over, and the character picks up where he left off.

If slow loading is reduced to zero, the weapon can be loaded and shot in the same turn, but the gun still has only one barrel so it can not make multiple attacks in a turn.

One Shot After one use the weapon can not be reloaded in combat, or the weapon destroys it self such as if it was a bomb.

Weapons

Fire Lance

The fire lance, is a small black powder tube afixed to a spear. The tube can be set off sending a barrage of smoke and flame down at the target. The damage listed for the Fire lance is only for the spear portion. As a standard action a character with a fire lance can set off the black powder (in D&D fuses are more trust worthy). The effect the lance has depends on the type of gun powder charge attached to it.

Smolder: A smolder lance does not expload but acts like a rocket and almost gently burns, shooting a small jet of fire before it. The lance then does fire damage,adds 5 feet of reach (as per the reach special rule), and does +2 fire damagage for D6+2 turns. Cost: 3gp

Explosive : An explosive lance sends a bust of metal and pottery shranpel forward at the target. The action of setting off an Explosive black powder charge, is a bonus action and the next single attack the character makes gains reach, does 1d12 damage evenly split between pirceing damage and fire damage and the attack gains the AP3 property. The lance must be held in two hands Cost 6gp

After the powder charge is used it can be replaced during a short rest. Multiple charges can not be attached to a single spear, (see advance fire lance).

Mounted fire lances function the same way, except the weapon has all the traits of a proper lance, not a spear and does 1d12 damage.

Fire arrow

The two fire arrows work in a simular way, they are not weapons, but ammunition. The damage they do is contigent on the type of bow that launches them. A shortbow does D6 damage, a longbow D8.

Fire Arrow Type A:The older arrow, the type A fire arrow is an arrow with an explosive charge on it. The arrow does the bow damage+3 and all damage is fire damage. the Type A arrow reduces range by 3/4. A short bow's range becomes 20-80 as the blance is thrown off. Cost: 10sp

Fire Arrow Type B : A more advance type of arrow, the Type B has a true rocket attached to it. This type of fire arrow doubles the bows range, and changes the damage type to fire damage+2 Cost 6gp

Both arrow types also add AP to the bow.

Advance Fire Lance

Unlike the normal fire lance, the Advance fire lance is made of metal, and can have multiple charges attached to the lance at one time. The lance can be built to have 2 to 4 such black powder charges attached at one moment, and it can use the following charges unique to it. Each additional charge that can be attached doubles the cost of the lance. If a fire lance has multiple charges of explosive or shapnel of the same time, and a character has multiple attacks, a character can use Explosive or sharpnel charges in the same turn for each attack action. It takes a full hour to reload each spent charge

Napatha: This charge shoots a burning stream of fluid at the target like a primitive flame thrower. The action to set off an Sharpnel charge is a bonus action and the next single attack the character makes does D10 fire damage and has a range of 15 feet. The lance must be held in two hands. Cost: 5gp

Sharpnel : An explosive charge sends a barrage of hot metal fragments at the target. The action to set off an Sharpnel charge is a bonus action and the next single attack the character makes gains reach, does 1d4 pirceing damage in a 10 foot cone. The lance must be held in two hands. Cost 10gp

After each powder charge is used it can be replaced in a process that takes an hour.

Mounted Advance fire lances function the same way, except the weapon has all the traits of a proper lance, not a spear, and does 1d12 damage.

Credit: Public Domain.


Heavy Fire Lance

As gunpowder got more deadly, eventally the lance part was dropped from the fire lance, leaveing only the metal tube to Held in both hands, the first hand gun. The heavy fire lance does D8+2 and has the Slow Loading property, which means it takes five standard action to reload and the AP 5 property, treating a target's AC as 5 lower. Reloads consist of Gun powder and a bullet and cost 1 gp

Bombs

Bombs (along with later weapons of the same type like grenades and dynamite) are the inevitable result of a gun gone wrong, but as easy as they are to get wrong, they are also easy to get right. Hand bombs can be thought of as grenades. A bomb effects an area equal to it's Area of Effect, and does it's full damage to everything in that area. Targets in the area must pass a Dex save against a DC of 10. If they succeed it does half damage. Unlike a spell, Bombs require line of sight, throw one around a corner and you won't take the damage, and cover grants bonus to the save depending on the cover. A stone wall could make you immune, while a bush, not so much. However: Do note that most of these bombs have an AOE Greater then there range.

Thunder Crash Bombs: A rather simple bomb, gun powder in an Iron Ball, on explosion the ball sends shrapnel in all directions.

Ji Li Huo Qiu (Caltrop bomb): On explosion all squares adject to the bomb's point of explosion are treated as covered in Caltrops.

Du Yao Yan Qiu (Poisonous Smoke Bomb.) For D4 turns, all squares in the Bomb's AOE are covered in a poisoned mist. A creature subjected to the mist must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns so long as it stays in the cloud. On each failed save, the character takes 3 (1d6) poison damage. A creature no longer takes damage if they leave the cloud, but for D4-Constitution modifyer turns they are at disadvantage to all attacks, saves or skill rolls as they recover from the gas.

Unlike normal bombs, the Smoke bomb requires a DC 10 con save to take half damage rather then a dex save.

Rocket Launcher

A rocket launcher is a platform used to launch rockets, as such it has variable type of payload. In the tenth century however, this payload was limited to the Swarm of Bees multiple rocket lancher. While explosive rockets were known and use, they were not used in hand held, man portable versions, and were instead siege weapons, much as how The regular player hand book does not list 'balistas' or 'catapult' despite them existing.

Swarm Of bees: When fireing a swarm of bee rocket, first target a 30 foot cone area. All creatures in that cone take D4 D6+2 fire damage, AP 4 hits. A creautre can pass a DC 10 dex save to rduce the number of hits it takes by 2. reload cost: 60GP (about ten fire arrow type b's)

10th Century Black Powder Characters

With guns of all kinds, comes soliders with the skills and ablity's to use them effectivly, and safely (for everybody not down range anyway).

10th century Black Powder fighting style

Smoke and fury: In the 10th century, guns were as much loud noise as they were damage and death, and as guns were still new things, few could grow used to the, and leand to withstand the shock of thunder and flame. As such the smoke and fury fighting style exemplifies this. When the Character fires a black powder weapon such as the non Smolder fire lance charges, the heavy fire lance, or the rocket launcher, they may take a DC 10 intimdation skill check, if passed they inflicted the fear status effect on all humanoid enemys for the round. Can be taken by Fighters or Paladins

Fighter Archtype: Grenadier

By the 10th century, strictly speaking, "Grenadier" as in soliders trained to throw grenades did not exist. That said: So long as there are bombs to throw, the same skills that make a Grenadier, also make it somebody can reguarly not blow them selves up with there own bombs.

Grenadier Features
Level Feature Type
3th Acurate throwing
7th Long Arm
10th Blast Padding
15th Quick throw
18th Bomber
Acurate throwing

The Grenadier increase the DC to avoid half the damage of there greandes by there proficiency bonus.

Long arm

The Grenadier doubles the range they can throw bombs or granades.

Blast Padding

The Grenadier gains advantage to all Dex saves to avoid the effects of there own bombs. Additionally on a succesful save they take no damage.

Quick throw

The Grenadier can use his bonus action to throw a bomb.

Bomber

The Grenadier can use each of there multiple attacks to throw a grenade or bomb.

Rouge Archtype: Saboteur

A keg of black powder in the right place can do immense damage, even small bombs can do damage far in excess of a mere fire can do. Black Powder can make stone to crumble, and send rubble flying like bullets, scything down all who stand in it's way.

Saboteur Features
Level Feature Type
3th Explosive kit
3th Breech
3th Silence Among thunder
9th Sudden explosion
13th Demolition
17th Blast Zone
Explosive kit

The Saboteur gains Proficiency with the Explosive Kit Tool set See 10th century equipment.

Breech

Instead of attempting to pick a lock, the Saboteur may use a small explosive charge to destroy the lock, or even the whole door. Unlike the brutish ways another might do the same, a Saboteur make sure to use only as much powder as is needed. The Saboteur makes a Investigation roll with profciency to find the best place to put the powder charge, if successul, the door 'opens'. Either the lock is broken, the hinges busted, or magic seal cracked or something.

While easyer, and more likely to work then picking the lock, it is far louder, may destroy anything on the other side if it's a safe or chest. Additionally if it fails, a far more expensive item, the black powder, is lost. This requires 1/5th of lb of black powder.

Silence Among thunder

The Saboteur is undetectable if sounds like explosions are occure. A normal rouge gains advantage to stealth during fire works, a Saboteur can not be detected so long as they are not stupid. Anybody who directly sees them, of course sees them.

Credit: Public Domain, Huolongjing

Sudden explosion.

The Saboteur can use a bomb to make a sneak attack. The bonus sneak attack damage is applyed to all creatures, including the bomber, in the AoE.

Demolition

When useing black powder to Destroy an object, the Saboteur treats the hardness of the Material as half what it is.

Blast Zone

When detonating at least 20LB of black powder, the damage is doubled..

10th Century Black Powder Equipment

Guns and bombs are tools, tools built to kill people, but tools none the less

Equipment
Item Cost Weight
Explosive Kit 15GP 10lb
One pound of Black powder 10 gp 1lb
Slow match 10gp 5lb
Heavy Fire Lance ammo (bullet and powder) 2sp .1lb

Explosive kit:

Contain, a Tinderbox, ten feet of Slowmatch, room for 10, one pound black powder charges, a knife, paper and glue to make powder chages out of raw gunpowder, weights and scales to acruately weigh powder. The Explosive kit grants advantage to all rolls to use Black Powder as it grants a level of finesses.

Black powder:

Saltpeter, sulfur, and charcoal, mixed together creates this foul spelling explosive. Black Powder can do a number of things even without gun to cointain it, and it's simple to use nature often encourages creative thought

Crude bomb: A 1lb pound of black powder with a fuse can be thrown like a primitve bomb. With no containing vessel it exploads doing only D4 damage in a 10 foot area of effect. Each additional pound of black powder in the bomb adds another D4 of damage.

Breeching charge : at least 10lb of gun powder becomes a breeching charge. A breching charge can't be thrown, and instead can be used to destroy objects. 10lb of gun powder does 6d6 damage. If the bomb damage rolls a number higher then the objects AC, it does full damage to the object. Against creatures the bomb does full damage to all creatures in a AoE of 25 feet. every additional lb of gun powder adds another d6 of damage and 5 feet of range to the AoE.

Make Powder charges for guns: one, 1lb charge of black powder can make the following:

1: fire lance charge.

10 Heavy fire Lance shots

Rockets are a bit too diffcult for the average adventuer to make.


Slow Match:

Slow match is a match that burns at a steady constantish, rate, makeing it ideal for fuses. Slow Match once lit burns at a rate of one foot every six seconds, which is far faster then the real stuff, but this rate means it burns a foot per round.

Credit: Public Domain,

14th-16th century

As the technology advanced and improved, so to did fire arms. Gradually the fire lance evolved, the lance was discarded, the tube grew longer, and it became an object we would understand as a gun.

14-16th century fire arms

Simple weapons
Weapon Cost damage Weight Properties
Pistol 10GP 1d6+1 piercing 1lb Ammunition(range 10/20), Slow Loading (2), AP (2), quick draw, light.
Arquebus 20 gp 2d6+2 piercing 11lb Ammunition(range 25/50), Unsteady,Slow Loading (4), AP (5)
Martial Weapons
Weapon Cost damage Weight Properties
Wall Gun 30gp 2d10+2 25lb Ammunition(range 70/140), Unsteady, AP (7), Slow loading 5
Pepper box Special 1d6+1 piercing special Ammunition(range 10/20), Slow Loading (2), AP (2), quick draw, Volley fire
Fusi 50 gp 2d6+2 piercing 11lb Ammunition(range 25/50) ,Slow Loading (3), AP (5)
Rifle 100GP 2d6+4 piercing 11lb Ammunition(range 150/400), Slow Loading (short rest), AP (7), special.
Grenade 5GP 1d8+2 piercing 1lb One shot,Thrown(range 10/30), AOE: 15
Built in Pistol special 1d6+1 piercing special Ammunition(range 5/10), Slow Loading (Short rest), AP (2) special.
Blunder buss 40GP 2d8+2 piercing 11lb Ammunition(range 10/25), Slow Loading (4), AP (2), Spread.
Bardiche 30GP 1d12 Slashing 7lb Heavy, Two handed, Special

Weapon Properties

Quick Draw: While slow to load, pistols are quick to draw, and an easy and effective way around the slow rate of fire is to simply carry more guns. A weapon with the quick draw property can be unholstered faster then an action, allowing a character to draw a pistol then stil have a bonus action, move, and standard action.

Unsteady: This weapon is long, and heavy. In order to be used it requires a stand, or wall to help hold it steady. Attempting to use the weapon without the stand forces all attacks to be made at disadvantage, if they can be made at all. The wall gun is 25lb of gun, with recoil to match. Generally setting a stand up is bonus action.

Volley fire: this gun is multiple barrels rigged to a single stock. The volley gun allows multiple shots to be taken with a single weapon. Depending on how many barrels there are, it allows that many attacks to be taken with the weapon without reloading. When a character with multiple attacks makes an attak action wtih a volley fire weapon they can use the weapon to make multiple attacks in a turn, so long as the weapon has enough shots loaded.

Spread: A shot gun basicly. This means that attacks with this weapon are made at advantage, but they have quite dreadful range.

Obsolete. The Fire lance, Fire arrow type A, Advance fire lance, and Heavy fire lance, all gain the OBsolete trait when in the 14th century. This means there AP is reduced to 0 as armor technology improves too much for them to be effective.

Weapons

Pistol

The Pistol is a small hand held fire arm useable in one hand. While as slow to load as any of it's muzzle loading kin, it's light nature makes it possible to carry many of them at once, and then fire them off one at a time as a way to 'mimic' rapid fire. Pistols where, at first, used by cavalry men on horse back, as cavalry men were noble men, and noble men became officers first, this lead to pistols being the weapon of choice for officers.

Unlike other black powder weapons, pistols can be used in the off hand. A pistol can be used to duel weild, and can be fired as a bonus action. This is treated as Two-Weapon Fighting, only with a light range weapon, rather then a light melee weapon.

Credit: Copyleft,

Arquebus

"Arquebus" covers a wide and diverse range of fire arms, from snaplocks, to matchlocks, to wheel locks, to the Japanese Tanegashima, to just very well developed fire lances. However all these guns are similar enough to not need the granularity of being seperated. They are all smooth bore long guns.

While useful for the average soliders due to there easy of use and raw strength, an adventurer would be better off aquireing a more advance fire arm.

Wall Gun

The wall gun is the forrunner of the modern anti material rifle. Far too heavy to use by hand, it requires a stand in order to fire it, often embeded into the wall of a castle. but it's size grants it range and accraucy typically beyond the average smooth bore.

Additionally in a world with gaint monsters roaming about, the large caliber wall gun, .75 in some examples, would be of great aid in defense of fortifcations.

Credit: Public Domain,


Pepper box

A 'pepper box' is another way to get some kind of rate of fire in the muzzle loading era. It is multuple barrels hooked up to a single pistol handle and trigger, so called a 'pepper box' for it's distinctive apearence.

The cost and weight of a pepper box depend on how many barrels there are in the design. For each barrel the cost goes up by 10 and for each barrel weight goes up by 1/4 of a lb,+1lb. A double barreled pepper box cost 20gp and weights 1.25lb, while a hypthetical 24 barrel pepper box, (which is doable) would weigh 7lb's and cost 240 gp.

If character has multiple attacks they can use the pepper box to make multiple attacks up to the number of barrels it has. Unlike a normal pistol, a pepper box does not have the quick draw property.

Fusi

Arquebus in this document act's as a large catch all of weapons and technologys, but it does not include one type of fire arm: the flintlock musket.

Fusil is an old french word and it means 'a peice of flint'. More advance then the Arquebus, the Fusi is lighter, faster to load, and more reliable. It's flint lock mechanism less sensitve to wet, and less likely to put a spark someplace it's not likely to be wanted: makeing it ideal for soliders guarding artillery trains and among loose barrels of powder.

Rifle

A rifle is a weapon with grooves on the interior of the barrel to impart spin on the bullet which grant's accuracy. While well known, arrows do the same thing with slightly off set fletching, this is trcky to do with bullets. In the early age of fire arms the only way to do it was to match a bullet to the grooves of the gun much like a jar to a jar lid. This tight fit required the bullet to be hammered down the barrel, and it also meant that bullets could only be made with the mold that came with the rifle.

In game this is why the rifle is only reloaded during a short rest, it takes that long to hammer a new bullet down the barrel to load it.

Grenade

With a better fuse then the old thundercrash bombs, the grenade still serves the same purpose.

Built in Pistol

The built in pistol is a pistol built into an other wise ordinary weapon or sheild. The cost of the built in pistol is 20gp plus the cost of the base item.

The pistol can be fired as a bonus action and has the statstics of a normal pistol. However the Pistol is hard to aim, and weapon is unstable due to the built in gun. A weapon with a built in pistol is proficant with nobody.

Blunder buss

A large bore, short barreled weapon, the blunder buss is the forerunner of the modern shot gun. Like a modern shot gun this means the weapon fired a vast cloud of leaden pellets, but if need be, anything such as rocks could be put down the barrel.

Bardiche

Aside from it's hooked shape, a Bardiche is just a great axe. What makes a Bardiche unique is it's hooked shape, which allows it to be used as a stand for a unsteady gun, allowing to be ready to use as soon as the gun is empty.

Credit: Public Domain,

14-16th Century Black Powder Characters

As fire arms get better, so to does the men who use them as the new weapons require more skill and care to use.

14-16th century Black Powder fighting style

Smoke and fury: As a fighting style, smoke and fury fades aways as the shock impact of fire arms becomes less as people become more used to there existances.
Pistoleer: The character is adapt at quickly drawing and useing pistols. If a character has has multiple quick draw pistols they can use them in the same turn to make all there multiple attacks in a turn as they draw, fire, discard, and draw another pistol.

Can be taken by Fighters, Rangers, Witch Hunter Paladins and College of Swords Bards

Pike and Shot: The dominate miltary tactic of the 14th and 16th centurys, Pike and Shot was the combination of long spears and slow loading fire arms. The two weapons complimented each other, and worked well until the age of the musket.

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll so long as you are useing a spear with reach long enough to reach the source of the attack.

Can be taken by Fighters

Fighter Archtype: Grenadier

See 10th century black powder characters

Fighter Archtype: Musketeer

While later centurys would see the title of 'musketeer' given to the common solidery, in the 16th century a musket was new, it was a state of the art weapon and the soliders who were armed with muskets, or Fusi's, were elite soliders. The best men armed with the best equipment and the best training of there age.

Musketeer Features
Level Feature Type
3th Bullet and the blade
7th Musketery
10th Esprit De Corps
15th Fusilade
18th Suprise shot
Bullet and the blade

All of a musketeer's weapon's gain the quick draw feature. Allowing them to attack with any weapon, then draw another one to attack with.

Musketry

The slow loading of Fusi's is reduced by one.

esprit de corps

Once per long rest the Musketeer can gain advantage on one roll as if he had Inspiration.

Fusilade

The slow loading of Fusi's is reduced by a further one, to a total of slow loading one.

Suprise shot

The Muskteer can fire a pistol as a reaction.

Rouge Archtype: Saboteur

See 10th century black powder characters

Paladin Archtype: Witch Hunter

While in reality, witches don't exist, in D&D devil worship does, and the Paladin is in the one who must root them them. In the 16th century though a Witch Hunter had tools beyond torch and will, but black powder and silver.

Witch Hunter Features
Level Feature Type
3th Oath of Silver
3th Silver and Steel
3th Unexpected Arrival
7th Trace of Deceit
15th Clease the Fallen
20th exorcism
Oath of Silver

Swore to purity, to drive evil from these lands regarldless of the cost, they will strive among hell fire, to save those they can, and damn those they can not.

The following are the Tenets of the Witch Hunter.

Salt the Earth: When evil rises: rip it out by the roots, salt the ground so that it will not rise once more to scurge and harm the earth and it's free people's.

Silver for monsters: Stay ever watchful for those from the far places, those realms of hell fire and maddness, and be ready to hunt at even a trace of a clue. Any one small sign, might be a mistkae for those who attempt to sheild themselves from thy eye.

Steel for humans: To those who consort with devils, monsters and there ilk there is but one punishment: death. The certainty of the punishment wards off those who would break it more then the serverity.

Oath spells
Level Spells
3rd True strike, Ensnaring Strike,Hunter's Mark
5th Magic Weapon, Hold Person, Knock
9th Haste, Slow
13th Banishment, Arcane Eye
17th Far Step,Scrying
Silver and Steel

When shooting a silver or cold iron bullet, the Witch hunter may use a gun as the material compoant for any spell that requires a melee attack as part of it's activation or it's smite feature.

Unexpected Arrival

When witch hunting, speed is essental to ensure none escape. When wearing light armor the Witch Hunter can use there bonus action to make a Dash or disengage action.

Trace of Deceit

When the witch hunter can also sense the traces of evil a mortal may have gained by close proximity to evil. When a Witch hunter uses Devine Sense, they can also determine if a mortal has been in close proxmity with celestial, fiend, or Undead.

Clease the Fallen

A Witch Hunter may use lay one hands to bless silver, so that it burns those impure. By expending 20 healing points, for 24 hours a silver weapons does an additional D8 radiant damage.

Exorcism

The Witch hunter's Cleansing Touch may be used use an action to end one spell or Possession like effect on any creature they can touch. They can do this a number of times equal to there Charisma modifier, (minium of once). If the creature is not willing, Charisma for both creatures. If the Witch Hunter wins, the effect is ended. If the Creature wins, the effect is ongoing and the Witch Hunter may not try again for 24 hours.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. If a Witch Hunter expends two uses of cleansing touch and a smite, they can use the effect at range.

14-16th Century Black Powder Equipment

As fire arms get better, they also get cheaper, and other tools grow to match and meet the task of supplying the steel, the fire, and the smoke of fire arms.

Credit: Public Domain, malleus maleficarum

Equipment
Item Cost Weight
Bullet Mold Kit 10GP 13lb
One pound of Black powder 5 gp 1lb
One pound of lead 5sp 1lb
Slow match 2gp 5l
Explosive Kit 15GP 10lb
Silver Bullets 1sp 0.1lb
Cold Iron Bullets 1sp 0.1lb

Bolt Mold kit:

Contain, 10lb of lead, a mold, a pot and some tongs. Make bullets is easy, and in this age there not delicate bits of equipment.

One pound of lead and one black powder can make 20 shots for all weapons except the Blunderbuss, which requires five lb of lead for each shot.

Black powder:

As per 10th century.

Explosive kit

As per 10th century

Slow Match

As per 10th century

14-16th Century Armor
Armor Cost AC Strength Stealth Weight AP
Bullet Proof Special Special Special Special Special Special
Bullet Proof Cuirass 50GP 14 10 - 12lb 5

Bullet Proof

Any suit of armor of at least ac 17 can be upgraded to be 'bullet proof'. Bullet proof armor negates, at least in part, the AP of a gun, in fact guns are what in part inspired full plate mail armor.

Bullet proof armor has a rating of 1-10, which indicates how much of the gun's AP it negates. Each point of Ap added to suit of armor adds another 1/5 to the cost of the suit.

Bullet Proof Cuirass

However, soliders would often go with only the Cuirass rather then the full suit of armor since the chest was the most likely point to be shot.

Credit: Public Domain,

17th-18th century

Technology contunes it's advance and we start to reach the industrial revolution. Factorys burn, and support the heavy industry's needed to maintain and grow a population, and the engines of war it is capable of sustaining.

17-18th century fire arms

Simple weapons
Weapon Cost damage Weight Properties
Musket 25 gp 2d6+2 piercing 11lb Ammunition(range 25/50) ,Slow Loading (3), AP (5)
Shot gun 20GP 2d8+2 piercing 11lb Ammunition(range 10/25),Slow Loading (3), AP (2), Spread.
(Volley) Shot gun Special 2d8+2 piercing 11lb Ammunition(range 10/25), Slow Loading (3), AP (2), Spread, Volley Fire.
Bayonet 10gp d6 slashing 2lb Finesse, light, Special
Martial Weapons
Weapon Cost damage Weight Properties
Early Breech loading Rifle 500 gp 2d6+2 piercing 11lb Ammunition(range 150/400),Special, AP (7)
Breech loading Wall Gun 620gp 2d10+2 25lb Ammunition(range 200/600), Unsteady, AP (10), Loading
Windbüchse 1,500gp 2d6 11lb Ammunition(range 50/100), AP2, Slow Loading (long rest), Magazine (30), Special
Elphant gun 80GP 2d12+5 piercing 20lb Ammunition(range 25/50), Slow Loading (short rest), AP (10), Spread.
Hand Mortar 20GP 0(Special) 20lb Ammunition (70-140) Slow Loading (3).
Defence gun 2,800GP 3d8 190lb Ammunition (70-140) Magazine (six), Slow Loading (2), Static.

14th-16 weapons still in use.

Pistol,Wall Gun,Pepper box,Rifle,Grenade.



Credit: Public Domain,

Additionally the Arquebus and Blunderbuss can also be found, but generally by people who can not afford better as they have not agged very well. Reduce the price of these weapons by 1/2

Weapon Properties

Magazine: In the 17th and 18th fire arms are close to there evolution that would see swords, armor and axes religated to the armory walls. In this age only two guns have Magazines. The Windbüchse or "air rifle" and the Defence gun. Both have a rate of fire beyond what most other guns could possible do.

A weapon with the Magazine trait can firre as many times As it's magazine property allows. The Windbüchse can fire 30 times before it needs to reload. It can be used to make multuple attacks in a turn so long as it has bullets in the "Magazine".

Most Magazine weapons can be reloaded as a bonus action, (Which makes it diffrent from Volley fire) but the two 17th century options reload slower and as such have the "Slow Loading" property.

Static: This weapon is too heavy to use on two hands, it's recoil to much and weight to great. This weapon can only be fired form a static mounting. Often a tripod. It takes a standard action to unlimber the gun and prepare it to fire.

Weapons

Musket.

As the weapon became more common, the special designation of "Fusi" faded and it became known as just a musket.

Shot Gun.

A refined version of the blunderbuss, the shot gun is a common hunting weapon, well suited to hunting due to it's ablity to have some margin of error when shooting due to the spread of the shot.

(Volley) Shot Gun.

A (Volley) shot gun is, effectivle, a double barrled shot gun. The name is diffrent for two reasons, first, to provide parity with the "Volley Fire" rule, and to allow the creation of tripple or even four barrled shot guns.

The cost and weight of a Volley shot gun depend on how many barrels there are in the design. For each barrel the cost goes up by 15 and for each barrel weight goes up by 3lb's. If character has multiple attacks they can use the Volley shot gun box to make multiple attacks up to the number of barrels it has.

Bayonet

A bayonet is a short sword or a large knife. By it self, it works just like a sword doing d6 damage on a hit. However, the Bayonet can be attached to the barrel of a Musket, Rifle, Early breech loader, shotgun, or (volley) shot gun. Doing so allows the weapon to be used in melee combat as a real weapon, not an improvised one like most range weapons. A gun with a Bayonet does D8 damage and has the two handed property.

Early Breech Loader Rifle

While it took metallic cartridges to make breech loading guns cheap enough to use on a wwide scale, people were playing with the idea many ages ago. The Early Breech loader is indicitive of one such attempt at this type of weapon.

It's rifleing means it hits far harder, at much farther range then a smooth bore, and it's breech loading means it loads faster then a normal rifle.

There are two main types of early breech loading rifles. Cartridge and Loose. Both cost the same,

Cartridge have primitive cartridges allowing rapid loading. Rifles built with Cartridges have Loading, not slow loading. However, they can only fire cartridges, and buying more fitted to a rifle can be expensive.

Loose Rifles, like the Ferguson bellow, have powder poured into the back of the gun with a bullet. This is slower, and these rifles have Slow Loading (1), (which is still faster then a muzzle loader). but does not depend on Cartridges.

Credit: Public Domain,



Breech loading Wall Gun

The Breech Loading Wall gun is the same as teh breech loading rifle, a very large rifle that is the forerunner of the anti material rifle. It's breech loading nature gives it realtivy fast rate of fire considering it's size.

The Breech Loading Wall Gun also comes in Cartridge or Loose forms that work in the same manner as listed in the Early Breech Loader Rifle.


Windbüchse

Before we mention this thing, let us quickly say that this, along with all other weapons upto this point in this document, are real things that actually existed. I bring this us becuase this is an excptionally steam punk sounding weapon, and sounds more fiction then reality.

The Windbüchse, or "Wind Rifle" is an air gun, and it's internal air tank can be fired 30 times. Additonally it is a breech loading rifle, and can be reloaded by tilting the gun upward to put another bullet into the breech. It's perfectly silent when shooting, has no smoke to show one's location. It's only problem is that it is expensive, and delicate.

If the Air rifle is used to make as an improvised weapon, or it takes a heavy enough blow, the GM makes a DC 10 roll. If failed the air tank is cracked and useless.

Additionally it requires the contents of the Air rifle kit (see equipment) in order to be reloaded after all 30 rounds, and acompanying gas pressure have been spent.(For simplcity these are treated as the same thing)

It takes a long rest worth of pumping to fill a Windbüchse air tank to full.

Elphant gun

As Europans pushed into africa it became clear that normal rifles were unable to kill megafauna before the hunter him self was gored and trampled. To meet this need they created massive oversized weapons, so called Elphant guns, to kill large animals in a single shot.

Often 4 inches in diameter, these large high powered weapons may not, mechanically, be able to kill much in a single shot in game, they are still high powered weapon well able to blow a massive hole in an ogre or dragon.

Hand Mortar

A hand mortar can fire a greande. Rather then a thrown range, a Hand mortar can project a mortar 70-140 feet. It's damage type and effect vary based on the type of greande that is fired.

Defence gun

The Defence gun, more commonly known in real life as the "puckle gun" after it's inventor, is a six shot cannon. While it must be fired from a tripod, but it hit's hard and faster then most other weapons, even if most adventuers would bulk at it's cost and heavy weight.

17-18th Century Black Powder Characters

Fire arms advance, but war does not change. Tactics may evolve but even so, even an 18th century adventuer can speak to one fresh out of water deep and tell tales the other would understand.

17th-18th century Black Powder fighting style

Pistoleer: See 15th-16th century fighting styles
Pike and Shot: Pikes have fallen out of favor except for the desperate , but the tactics remain. A character armed with a gun with a bayonet attached may use pike and shot fighting style.
Sharp Shooter: The Sharp Shooter is a solider trained to give accurate fire on a target, when a sharp shooter is useing a rifle they crit on an 18-19 and 20. Can be taken by Fighters and Rangers

Fighter Archtype: Grenadier

See 10th century black powder characters

Fighter Archtype: Musketeer

Rather annoyingly: Muskets became common weapon, so a musketeer would be confused with the common solidery, at the same time, elite soliders armed with fire arms still do exist.

As such: Musketeers take on old name of there weapon and become known as "Fusilers", Additionally all of there ablitys that refere to fusi's also work with muskets. Otherwise the class is unchanged.

Rouge Archtype: Saboteur

See 10th century black powder characters

Paladin Archtype: Witch Hunter

See 14-16th Century charactrs.

Ranger Archtype: Jäger

A skirmisher, a woodsmen, a hunter, a jäger is elite solider trained to scout and provide long range harraseing fire upon an advanceing army.

Unlike other Archtypes, the Jäger is a modifcation to the the Hunter Archtype rather then a stand allow archtype by it self.

Hunter's Prey

Along side the regular features, a Hunter may pick the following option:

Head of the snake:The hunter is able to determine who among a various group of enemys is the over all leader. If this leader is killed the others will be stunned for a round as they look for directions. Undead, constructs ooze's are immune to this effect.


Credit: Public Domain,

Defensive Tactics Along side the regular features, a Hunter may pick the following option:

Pinning shot: By shooting at the legs of a target, the Hunter can cripple the foe's ablity to come to grips with them. A hunter may elect to target a enemy's legs. This shot does half damage and is made with disadvantage,but knocks the enemy prone for a turn as there leg gives out from under them.


Multi-attack Along side the regular features, a Hunter may pick the following option:

Pistoleer: The Hunter gains the Pistoleer fighting style. If they already had the Pistoleer fighting style, they gain another fighting style for free.


Superior Hunter's Defense: Aong side the regular features, a Hunter may pick the following option:

Stand Against the Tide: Instead of forceing an enemy to make an attack against any other creature, you may make a pistol shot against the target.

Hold The Line: As an enemy moves into a square adjecent to the Hunter, and if they are holding a loaded range weapon, they may make a single range attack against them as a reaction.

Bard Archtype: Miltary College

While most bard's who take this Archtype will not be boys, there task is the same as a Drummer boy, cordinate and manage the large masses of soliders in an army, commanding, informing, leading at times, inspireing the army to deeds beyond what one man is. They are the nerve of the army, and they help steel those of there comrads.


continued next page

Miltary College Features
Level Feature Type
3th Drummer Boy
3th Miltary Back Ground
3th Cadence
6th Bonus fighting style
6th Waltzing Matilda
14th Double step
Drummer Boy

As mentioned, a Miltary College bard is playing the roll of a drummer boy. If the DM allows it, the player, knowing full well they intend to enter the MIltary college, may be a child, a literall drummer boy. While this has role play interactions, this has no mechanical impact on the Bard Character.

Miltary back ground

The bard gains the Military Rank feature from the solider back ground.

Additionally, the the bard gains Proficiency with one of the following, Pepper Box, Fusi, Bardiche or Grenade, this ties into what miltary unit the bard was the drummer for.

Credit: Public Domain,





Cadence

A Drummer is the nerves and soul of an army, as much solider as radio, and it falls to the drummer to command and lead his soliders. Even more then there officers, soliders look to there drum for instructions as they rally the whole of the army.

A miltary college bard gains a number of bardic inspiration die equal to there charisma modifier, these dice can be spent on a number of 'cadences. Cadences are like battle master maneuvers except rather then the dice being spent on an attack, they are spent as a standard action. At level 3 the Bard learns two Cadences, and may learn one additional Cadences at levels 7, 10 and 15.

All Cadences require the bard to be actively playing there instriment. If the bard takes damage he must make a Concentration roll as if he was damaged while casting a concentration spell.

The list of Cadences are:

Fire By Platoon The bard can spend an action and one of his bardic inspiration dice to desigate a single enemy creature. A number of attacks against that creature equal to the bard's Charisma modifyer gain an additional dice of damage equal to the Bard's Bardic Inspiration.

Form Square The bard can spend an action and one of his bardic inspiration dice to desigate to rally his allys into a defensive posture. A number of Allied creatures equal to the bard's Charisma modifyer that do not attack this turn may attack as a reaction when an enemy moves adject to them. This attack has advantage.

Hold the Line: The bard can spend an action and one of his bardic inspiration dice to booster his ally's wills and moral. A number of Allied creatures equal to the bard's Charisma modifyer under a Frightened or charmed, may roll the DC to overcome the effect again with a bardic inspiration die.

Charge!: The bard can spend an action and one of his bardic inspiration dice to booster his ally's and command a full assault. A number of Allied creatures equal to the bard's Charisma modifyer may make a dash action as a bonus action.

Sound the call: The bard can spend an action and one of his bardic inspiration dice. So long as he keeps playing his instriment, he can cast the spell Message as a bonus action.

Song of Angry Men: Playing inspiration music, the bard gives all friendly characters Inspiration.

Reveille: All Friendly characters who are prone may stand as a bonus action.

(TBA)

Fighting style

The bard may take a bonus fighting style. They may take ANY fighting style, but in terms of narritive, it must be the same style employed by there (former) unit.

Waltzing Matilda

Even if dropped to zero hit points, the Bard can contiune to use Cadences

Double step

The bard may use a single cadence per long rest as a bonus action.

17-18th Century Black Powder Equipment

Credit: Public Domain,

Equipment
Item Cost Weight
Bullet Mold Kit 10GP 13lb
One pound of Black powder 5 gp 1lb
One pound of lead 5sp 1lb
Slow match 2gp 5l
Explosive Kit 15GP 10lb
Silver Bullets 1sp 0.1lb
Cold Iron Bullets 1sp 0.1lb
Windbüchse Air Kit 800 GP 20b
Early Breech Loader Cartridge 50gp 0.1

Bolt Mold kit:

See 17th century.

Black powder:

As per 10th century.

Explosive kit

As per 10th century



Slow Match

As per 10th century

Windbüchse Air Kit

This kit containes three spare air reservoir a hand pump and three feet of rubber tubeing.

Early Breech Loader Cartridge

A brass or steel cartridge that is inserted into the breech of the gun to allow rapid fire. The Cartridge must be fitted and made special to each gun (included in cost). The Cartridges are reuseable and require three standard actions to reload.

Word of warning

From the 10-18th century fire arms were simular to each other, crude things that could fire only spareingly, once every few minutes. In D&D, and in real life, this makes them effectively one shot weapons. Fire the gun, then close to classic clashed blades. While there were tricks around this dynamic, this is the dynamic for this, shoot then swords.


The 19th century changed this.


This is the age of the repeating rifle, the gattling gun, the rifle, the colt double action and more.


From this point on, D&D changes, and it looks very diffrent. D20's may still be rolled, but how the players act with such relentlessly powerful range options will be diffrent. Will they barge into the hag's den, or seek to riddle the building with bullets, blow it up with dynamite, or barge in rifle cracking? Melee combat is not dead: but it's rare.


This is a warning: Use what follows in this book with care and caution.


Or don't.


There is a certain joy to be found in just flipping the toy box over and seeing what happens.













Credit: Public Domain,

Warning Number 2

This one goes out to any barbarian players out there: the 19th century saw the final conquest of the west and the start of European domination over africa, both done on the back of technogical superiority.

To be very blunt: BE VERY CAREFUL WHEN CREATEING BARBARIANS. The last thing anybody wants is to show up to the table with a racist sterotype. By all means, play as a fantasy space native american, it is a legitmently intresting role and character to be, but try to avoid being on the nose and offensive about it. The same is true if your model your self after somebody from Africa from this time line, remember, while only your fellow players will judge you, try not to be an asshole to anybody even if they are not there.

19th century

The age when a contient was won. The age empires at zenith, the age of new born super powers, the age of smoke. The age steam and machine. The age where on the back of technology: less then a tenth of the world conquer most of rest of it. It was the last great age of war. It was the 19th century.

19h century fire arms

Simple weapons
Weapon Cost damage Weight Properties
Rifle Musket 25 gp 2d6+2 piercing 11lb Ammunition(range 150/400) ,Slow Loading (3), AP (5)
Revolver 20GP 1d8+1 piercing 11lb Ammunition(range 50/70),Magazine 6), AP (3), Quick draw.
Martial Weapons
Weapon Cost damage Weight Properties
Repeating Rifle 100 gp 2d6 piercing 11lb Ammunition(range 150/400),Magazine (7), Slow Loading (bonus action), AP (4), Special
Repeating Shot gun 120GP 2d8+2 piercing 11lb Ammunition(range 10/25),Slow Loading (bonus action), AP (2), Spread,Special
Hand cranked machine gun 2,500gp 2d6 170lb Ammunition(range 200/400), AP7, Crew served Magazine (60), Static, Automatic (2d10)
"Bulldog" Hand cranked machine gun 1,500gp d6 70lb Ammunition(range 100/200), AP7, Crew served, Magazine (40), Static, Automatic (d12)
Sniper rifle 200GP 2d6+5 11lb Ammunition (300-500) Slow Loading (3), Precision
Dynamite 10GP 6d6 0.2lb One shot, thrown, AOE 20. (15/30),

Weapon Properties

Automatic: While not strictly "automatic", both weapons with this trait in the 19 century are hand cranked, the diffrence means little. An Automatic weapon fires many times a second, and so over a six second round, can fire many bullets, even if by there nature they can not aim all those bullets at a single target.

Automatic weapons fire at a rate independent of the skill of the shooter, but there accuracy does depend on the shooter.


Automatic weapons can be shot in two fireing modes: Focused and suppressive.

Focused: The whole six second of automatic attacks are focused onto one target. First roll the dice as repersented on the weapon's Automatic property. This is the number of attacks the weapon makes, then subtract 4-a character's number of Extra Attack. If a character has three extra attacks, then the total number of shots they make is reduced by one.

Example: A Wizard is shooting at a dragon with a gattling gun. The player first rolls 2d10 to determine how many shots he makes and he gets an 11. But wizards get no extra attacks, so his number of shot is reduced by 4 for seven shots. The wizard then rolls 7 to hit, and each hit then rolls 2d6.

The player rolls to hit at as normal, and he hits. This means some of the burst of automatic fire catches the dragon.

Suppressive: Instead of shooting at one single target, the gunner is spreading his fire around to not even hit additional people, but to pin them and slow them in place.

Like With Focused, first roll a number of dice as repersented on the weapons automatic property-(4-Character's extra attacks). This is the number of squares the automatic weapon can target. Then pick a square, any character in that square takes an attack from the shooter. After the attack resolves pick another square adjecent to the first and repeat the process. The attacks made against prone targets have disadvantage and a character in a targeted square may go prone as a reaction.

However this kind of 'spray and prey' is more ammo hungry. Each square targeted requires 5 bullets.

Example: The same Wizard is shooting at the dragon's various cult minions dragon with a gattling gun. The player rolls 2d10-4 (becuase no extra attacks) and get's a 9. The player then targets one square with creature in it, and then walks his fire across the map as he sweep the gun across the enemy's line of advance until he's hit 9 squares, but in doing so he's used up 45 bullets from his magazine.
Crew served: This weapon has slow loading (2) unless a character use the help action to aid the shooter when it comes time to reload.
Precision: This weapon is built for higher then normal accuracy, and is more likely to hit the target, so long as the shooter knows what they are doing. proficiency bonus's useing this weapon are doubled.

Weapons

weapons still in use.

Grenade, Shotgun, Volley shotgun, Bayonet (can be attached to rifle musket, repeating rifle or repeating shotgun)

Rifled Musket.

With the aid of special conical bullets, rifles finnaly became swiftish fireing and so every solider could have the range of a rifle.


Revolver.

Able to fire six bullets before reloading, the Revolver is one of the first truely great fire arms. This is the gun of the age, and it was common enough that everybody knew it by sight, and reputation.

The revolver is reloaded is a bonus action, and yes there are real world revolvers that are not like this, but let's ignore that for a moment for simpclity.

Repeating Rifle.

Harder hitting then the revolver, the lever action rifle can fire upto seven times before it needs to reload, and a charater can use the rifle to make multiple attacks in a turn (as per the Magazine poperty) However, the rifle is loaded one bullet at a time. It takes one bonus action to reload one bullet. So from an empty magazine, a character can only fire one bullet a turn.

A character can spend an additional 15 gp to get a rifle with a Magainze one bigger to a max of 11.

Repeating Shot gun

Much the same as the lever action rifle, a lever action shot gun allows rapid fire, but becuase shot gun shells are more damaging then bullets, the damage is higher.

Like the Lever action rifle, the shot gun is reloaded one shell at a time and it takes a bonus action to reload a single shot.

Hand Cranked Machine Gun

While the Gattling gun was the most famious of the hand cracked guns, the idea of this kind of weapon is old, the defense gun from the last section could be considered an early attempt at this idea.

Expensive, but powerful, the Hand Cranked Machine Gun is something player should not often find, but when they do it creates an endless spree of trouble.

The Hand Cranked Machin gun though is heavy, and is mounted to a cannon limber and casion. It can only fire in a 45 degree cone in front of the gun. It takes a standard action to change the guns orientation.

"Bulldog" Hand cranked machine gun

A lighter, streamlined and slimed down Hand Cranked Machine gun, the bulldog is smaller, less damageing, lower rate of fire, but more practical for adventurer use.

The term "Bulldog" refers to the "Bulldog gattling gun".

Credit: Public Domain,


Sniper rifle

This high powered single shot rifle is built for long range shooting. While too delcate to mount a bayonet, it's ablity to hit a target at long range is undenable.

Dynamite

With power quite compairable to that of the infamious fireball spell, Dynamite is a potant tool of excavation, destruction and of war.

19th Century Black Powder Characters

On the cusp of civilzation, in an age of fire and style, warrior of a new age stride through gun powder and smoke, through a hail of lead that those of the last age would be agast that any could stand stand through.

19th century Black Powder fighting style

Pistoleer: There is not much point to this kind of fighting, in an age of revolvers.
Pike and Shot: see 17-18th century fighting style
Sharp Shooter: see 17-18th century fighting style

Fighter Archtype: Grenadier

See 10th century black powder characters

Fighter Archtype: Musketeer

With the end of the muzzle loader, the age of the Musketeer hath faded.

Rouge Archtype: Saboteur

See 10th century black powder characters

Paladin Archtype: Witch Hunter

See 14-16th Century Characters.

Ranger Archtype: Jäger

See 17-18th Century Characters

Bard Archtype: Miltary College

See 17-18th Century Characters

Bard Archtype: College of Cards

The 19th century is the age of the wild west, of course there will be gamblers and those who exist on the edge of civlization and upon the frontier, there are those who have learned to control and manpulate wild magic, by constraining and controling the chaos, and locking it into the states of a

Credit: Riot games,


deck of playing cards.

College of Cards Features
Level Feature Type
3th The Deck:
3th Royal flush
6th Loaded deck
14th Trump card
The Deck

To be a member of the college of cards requires a physical 52 deck of playing cards.


At level three remove all face cards (Jack, Queen, King) and the Ace's, leaving only the number cards and the jokers.


During a long rest you may choose which Suit of cards will be a part of your deck, Spades, Hearts, Diamonds or clubs. However the jokers must always be added.


As a bonus action you may expend a spell slot to draw a number of card from the deck equal to the level of the expend spell slot. A bard can only have five cards at a time, the bard picks which cards to keep if he draws more then five. All card discarded a separate "discard pile" and are shuffled back into the deck during a long rest. Once you have a card drawn, it can be held until the next long rest, at which point it is shuffled back into the deck.


You may expend a card as a bonus action to alter the next roll based on the number on the card you choose to expend. After a card is used it is put in the discard pile. An expended card only alters a roll if the roll is made within the next minute.

Number Cards
Card Effect
Heart The next Saveing throw you make is modifyed by the number on the card.
Spades The next attack roll you make is modifyed by the number on the card.
Diamonds The next attack roll an enemy makes against you is modifyed by the number on the card.
Clubs The next skill roll you make is modifyed by the number on the card.

However, if a bard draws one of the Joker cards, (which if he stacks the deck to only have one suit of cards, will be more likely) the DM then forces him to draw five cards and give those to the DM. Those five cards may be spent by the DM to augment the rolls, or even cast spells in the case of the face cards, of NPC's in the same way the bard can.

After a joker is drawn shuffle it back into the deck.

Royal flush

When createing his deck, a Bard of the College of cards may add the face cards, the Jack, Queen and King to the deck. When played, these card have unique effects but require spell slots to be expended.

Spell cast with a face card do not require concentration and require only a bonus action to cast, but as per standard rules the only other spell that can be cast that turn is a cantrip. The Diamond cards are the exception and may be played as a reaction

IF a spell require's special component, those component requirement is ignored.

Face Cards
Card Spell slot expended Effect
Jack of hearts. 1 level spell slot Cast the spell Burning Hands
Queen of hearts. 2 level spell slot Cast the spell Web
King of hearts. 3 level spell slot Cast the spell fireball
Jack of Spades 1st level spell slot Cast the spell Inflict Wounds
Queen of Spades 2 level spell slot. Cast the spell Spiritual Weapon, (The weapon always takes the form of a spear)
King of Spades 3 level spell slot Cast the spell Vampiric Touch.
Jack of Diamonds 1st level spell slot Cast the spell Absorb Elements Wounds
Queen of Diamonds 1 level spell slot. Cast the spell Sheild
King of Diamonds 3 level spell slot Cast the spell Counter spell.
Jack of Clubs 1st level spell slot Cast the spell Augury
Queen of Clubs 2 level spell slot. Cast the spell Detect Thoughts
King of Clubs 3 level spell slot Cast the spell Identify.
Loaded deck

Instead of discarding a card, the Bard may instead draw three cards from his deck and discard them to keep a card in there hand. If any of them are jokers, draw five cards and hand them to the DM as per the Joker rule.

Credit: Riot games,




Trump Card

The Bard may elect to shuffle the four ace cards into his deck. Each Ace can only be added if a full 'suit' of the same type is in the deck.

An ace of hearts may only be in the deck if the heart number cards and heart face cards are all in the deck.

Ace Cards
Card Effect
Ace of hearts. Cast the spell Weird
Ace of Spades. cast the spell Scorching Ray as a 9th level spell
Ace of diamonds. Cast the Spell Holy Aura
Ace of Clubs. Cast the spell foresight

If all four aces are in the same hand, they can be played at the same time to allow the bard to cast the spell 'wish'.

Sorcerous Origin: Son of a Gun

They say there is no magic in a gun, they are crude things of iron and chemicals, and they are not wrong. But those Chemicals often can have effects upon those who work with them, and upon there children. When combined with an innate talent for magic, TnT poisoning can be remarkable unpredictable.

Son of a Gun Features
Level Feature Type
1st Flash in the pan:
6th Curse of smoke
6th Extra attack
14th Short fused
18th Hot shot
Flash in the pan

The Son of a gun may cast the spell Pyrotechnics once per long rest without useing a spell slot. At 6,14, and 18th level they can cast it an additional time per long rest.

Curse of Smoke

As a reaction the Son of a Gun can gesture to one character attempting to shoot them with a fire arm and curse the gun. The gun jams and not only needs at least an action to unclear the jam. The Son of a Gun can do do this once per short rest.

Extra attack:

When makeing an attack action the Son of a Gun may make two attacks.

Short fused

The Son of a Gun learns quickened meta magic. If they already know quicked meta magic, they may learn a diffrent meta magic in it's place.

Hot Shot

When casting a spell that does damage, the Sun of Gun can add his dexterity modifyer to the damage.

19th Century Black Powder Equipment

Credit: Public Domain,

Equipment
Item Cost Weight
One pound of Black powder 5 gp 1lb
Explosive Kit 15GP 10lb
Silver Bullets 1sp 0.1lb
Cold Iron Bullets 1sp 0.1lb
Repeater rifle box of 20 Cartridges 10sp 1lb
Repeater shotgun box of 20 shells 10sp 1lb
One box of dynamite, 20 sticks 120gp 10lb
Detonator and 100 feet of wire 200gp (wire is 5sp) 20lb

Black powder:

As per 10th century.

Explosive kit

The gunpowder in the kit is replaced with sticks of dynamite.

box of dynamite

Treat like black powder except that when it comes to determine how much explosive power it has, treat one stick as 10 of black powder.

Detonator

Can safely detonate dynamite from range with out the needs of a slow match fuse.

20th century

Born in a crucible of gunpowder and toxic smoke, and the blood of ten million men. This is the age of broken empires, this is the age and time that shattered the last of our medieval understanding of the world. When the smoke clear, and the world climbed out of the trenches. It was a new age, with new powers, new ideas and new fears. It was the defineing moment of our 20th century, it was the Great War.

Simple weapons
Weapon Cost damage Weight Properties
Bolt Rifle 25GP 2d8 piercing 11lb Ammunition(range 500/700) Two-Handed, Magazine 10, AP (7)
Pistol 5GP d6 piercing 2lb Ammunition(range 70/100) light, quick draw, Magazine 15, AP (4)
Submachine gun 10GP d6 piercing 5lb Ammunition(range 70/100), Two handed, Magazine 30, AP (4), Automatic (2d4)
Martial Weapons
Weapon Cost damage Weight Properties
Light Machine gun 100gp 2d8 piercing 20lb Ammunition(range 500/700) Two-Handed, Magazine 30, AP (7) Automatic (2d6)
Automatic rifle 50gp 2d8 piercing 12lb Ammunition(range 500/700) Two-Handed, Magazine 30, AP (7) Automatic (2d4
Heavy Machine gun 500gp 2d8 piercing 50lb Ammunition(range 600/1000) Static, Crew served, , Magazine 200, AP (7) Automatic (4d6)
Sniper RIfle 70gp 2d8 piercing 11b Ammunition(range 600/1000) Magazine (5) two handed, Precision.
Anit tank rifle 800gp 4d6 piercing 30lb Ammunition(range 600/1000) Magazine (5), Static, crew served, AP (15)
Rocket launcher 800gp 6d6 Fire 50lb Ammunition(range 600/1000) slow loading (2), AP (50)

Credit: Public Domain,

Weapons

19th century weapons still in use: Repeating shot gun, Shotgun, Volley shotgun, Bayonet (Can be attached to bolt rifle or Automatic rifle)

Bolt Rifle

A standard bolt action rifle, this heavy rifle has a slow rate of fire, for a modern gun it is still quite able to fire multuiple rounds in a turn, and this was very much intentional for it's day as most generals thought soliders would be far to tigger happy and shoot all there ammo away in the first moments of a fight. The Bolt rifle's heavy consturction mena it's the only simple weapon that can take a bayonet.

Note that despite the name, the bolt rifle also includes semi auto weapons.

Pistol

While revolvers still exist, the semi auto pistol with it's larger magazine, if lighter damage, is far more popular among some officers though others still use the older design.

Submachine gun

Useing the same bullet as the pistol, the Submachine gun is built for close range fighting and trench clearing.

Light Machine Gun (LMG)

This heavy gun is designed to provid mobile suppressive fire for infantry where the heavy machine gun would take to long to be moved up and prepared to fire.

Automatic rifle

The Assault rifle of this list, the automatic rifle is a weapon that fires either a rifle round, or a round somewhere between that a rifle and a pistol.

Heavy Machine Gun (HMG)

Water cooled and rapid fireing the HMG is built to provid fire support on an area for hours as it emptys ammo belt after belt onto the target. To put the fire power of an HMG into prospective: when the british army got rid of there old Vickers machine gun: they were replaced with a mortar.

Sniper rifle

An ounce of sniper is worth a pound of suppressing fire. Able to provide long rang accurate shooting at targets beyond the range that most infantry can even see, much less accruatly attack, at.

Anti tank rifle

More of a small cannon, the anti tank rifle comes in calibers between .50 caliber to 25mm and it can defeat most early armored tanks.

Rocket launcher

Fireing a rocket with a special HEAT, or high explosive anti tank, warhead, the rocket launcher can boil it's way though most armor, but it's slow reloading means it is poorly suited to almost any other kinds of targets.

Weapon Modifyers

In the 20th century, a gun can easily be adjusted from it's base factory version. These are all modifyers that are applyed to a fire arm and apply diffrent effects.

Silencer.

This weapon becomes silent, it can not be heard when it fires. Can be applyed to pistols, and submachine guns, cost: 10gp

Expanded magazine.

This weapon now has a larger magazine. The cost of this modifyer is varable. It cost 5gp for every ten additional bullets added to the magazine. Can be applyed to pistols, and submachine guns, LMG's, Automatic rifles, cost: 10 per ten bullets gp

Rapid Action.

This fire arm shoots faster then normal. The Dice used for it's automatic property goes up by one size. A d4 becomes a d6 for example. Can be applyed multuple times but only when buying the gun. Can be applyed to submachine guns, LMG's, Automatic rifles, HMG's , cost: 25 GP

Scope.

Dobules the base range of the gun. Can be applyed to Sniper rifles, bolt rifles and automatic rifles. , cost: 25 GP

Credit: Public Domain,

20th Century Characters

The age of the machine gun, the age of the death of empires, the age of blood and iron. The characters who fight on these helish feilds which Animals flee from and and even stone shaters before the roar of shell, only the men endure.

20th century fighting style

.
Pike and Shot: while Bayonet tactics were still widely trained with, the fact is machine guns had driven the need forthis kind of close melee tactics, extinct.
Sharp Shooter: see 17-18th century fighting style: requires the use of a weapon without the automatic proprty.
Shock Trooper: When useing a weapon with the Automatic property, the Shock Trooper may reroll results of 1 and 2 when determeing how many shot he can fire. He must howver accept the new result if it is also a one or a two. Can be taken by fighters and rangers

Fighter Archtype: Grenadier

See 10th century black powder characters

Rouge Archtype: Saboteur

See 10th century black powder characters

Paladin Archtype: Witch Hunter

See 14-16th Century Characters.

Ranger Archtype: Jäger

See 17-18th Century Characters

Bard Archtype: Miltary College

See 17-18th Century Characters

Bard Archtype: College of Cards

See 19th Century Characters

Sorcerous Origin: Son of a Gun

See 19th Century Characters

Credit: wolfenstein: the new order



Barbarian Path: Path of the Gunzerker

While axes and swords may have faded, there is always a need for those with strenght in spades, and with the advent of weapons that can fire and load by themselves, such strength allows an indivdual to have in there one person the fire power of a squad on the march.

Path of the Gunzerker Features
Level Feature Type
3st Zerker:
6th Hail of Bullets
14th Pound of suppressing fire
Zerker

Useing his intense strength the Gunzerker can duel weild two weapons with the automatic property, regardless of if they also have the two handed rule. When useing two guns the Gunzeker can make two attack actions in one turn, as he fireing from both guns at once. However this wild spraying is inaccurate and he can not apply his profcincy bonus to attacks with either rifle. A Zerker can use both Suppressive and Focused fireing modes in both of his attacks.

Hail of Bullets

The Gunzerker can focus all his fire power into one target and ensure that it is ripped to shreads. The AP of all rifles he is useing is doubled so long as both weapons are fired at the same target.

Pound of suppressing fire

Enemys have a hard time hitting you through the cloud of lead. All attacks made by an enemy damage by you last round are at dis advantage.

Barbarian Path: Path of the Relentless

More tactical then there kin, those of the relentless woudl hardly call themselves Barbarians, but there strength and fighting style calls out the lie to this. They are rugged me, unable or unwilling to live among the men who have not seen what they have, nor fought the battles. The Relentless shun civlzation, in exchange for there unending war, in there mind's and upon the battlefeilds.

Path of the Relentless
Level Feature Type
3st muzzle climb
6th Walking Fire
14th In the Zone
Muzzle Climb

When useing a fire arm, the Relentless may use strength instead of dexterity to determine his ablity modifyers, additionally all strength requirements for weapons are reduced by half.

Walking Fire

The Gunzerker useing his great strength the Relentless can keep his gun on target regardless of how many bullet he shoots. When useing the focused fireing stance of an automatic weapon a gunzeker adds his strength modifyer to the number of shots fired.

In the zone

The Gunzeker can focus his attention, and destroy his targets one by one. When rageing the Gunzeker ignores cover.

Monk Monastic Tradition:Way of of the Gun ,

There is a grace and beuaty to the movement of a fire arm, of mechanical precision fine and perfect. Some dedicate themseves not just to the use of these weapons, but to finding some philosphy among the moveing parts, the dance of fireing pin, cartridge and barrel.

Way of the Gun ,
Level Feature Type
3st Gun Kata
6th Dance of Bullets
11th Flurry of bullets
17th Dane of Lead
Gun Kata

When useing a gun, attacks against adject enemys do not have disadvantage. Additionally all fire arms count as monk weapons. Lastly instead of makeing an unarmed strike as a bonus action (as per Martial Arts feature) a Gun Kata monk can shoot a light range weapon. (pistol or revolver)

Dance of bullets

When the monk is adject to an enemy all shots made on the monk are at disadvantage. Any attacks that miss, roll a D10, on a 1-5, resolve the attack against the a random enemy adject to the monk. If an enemy attempts to leave a square adjecent to the monk, the monk may either make an unarmed
Credit: Rambo


attack, or a gun shot.

Flurry of bullets

Immediately after you take the Attack action on your turn, against an adject target, you can spend 1 ki point to make two additional attacks with a held fire arm as a bonus action against any target within range.

Dance of Lead

Once per long rest, the Monk may spend 10 ki points to make an attack action against every enemy they can see, with a pistol or revolver held in one hand. The Monk may reload only once during the dance of lead.

Fighter Archtype: Riflemen

Hardened by war, stuborn, and skilled, Riflemen make up the bulk of a modern army before the age of the automatic rifle. Well suited to the drawn out struggles of trench warfare, the Riflemen's is at home both in enclosed areas and in open feild battles.

Riflemen Features
Level Feature Type
3th Mad Minute
7th Speed loading
10th Over the Top
15th Entrenched
18th Old Contemptibles
Mad Minute

Once per short rest, the Riflemen can, if he is useing a bolt rifle, give his rifle the Automatic (D4) property for a number of rounds equal to his constitution modifer.

At levels 7 this becomes automatic (D6), at level 15 D8, and at level 18, this becomes D10. Unlike regular automatic a minimum of one shot is always fired.

Credit: equilibrium

Incidently: this implys that the entire British Expeditionary Force in world war one were at least level 3 fighters.

Speed loading

When useing a bonus action to reload a gun, the Riflemen gains a second bonus action. If this second action is used to load a rifle, then they do not also gain a third bonus action.

Over the Top

The riflemen can stand up from being prone as a bonus action.

Entrenched

The Riflemen becomes immune to fear effects. What is a ragon to one who has stared down a cloud of mustard gas?

Old Contemptibles

When useing a rifle, the Riflemen gains an extra attack, for a total of five.

Credit: Public Domain,

20th Century Black Equipment

Credit: Public Domain,

Equipment
Item Cost Weight
Explosive Kit 15GP 10lb
Silver Bullets 1sp 0.1lb
Cold Iron Bullets 1sp 0.1lb
Rifle box of 20 Cartridges (for bolt rifle or automatic rifle) 10sp 1lb
Box of five precision rounds (sniper rifle) 20sp 0.1lb
box of 20 Shotgun shells 10sp 1lb
Anit tank rocket 100gp 12lb
Anit tank bullet 50gp 3lb
box of 30 pistol bullets (pistol, SMG, revoler) 10sp 1lb
Belt of 200 bullets 60Sp 10lb
Rifle box of 20 Cartridges 10sp 1lb
One box of dynamite, 20 sticks 120gp 10lb
Detonator and 100 feet of wire 200gp (wire is 5sp) 20lb

Explosive kit

See 19th century

box of dynamite

See 19th century

Detonator

See 19th century.

20th Century Vehicles.

Credit: Public Domain,


As much as we might want to leave the 20th century, at this point there is another new comer to the mechanics of D&D, Tanks and planes.

But we will not dwell much onthe subject for one reason: an m1 abrums cost 8.58 million. That is beyond even the wealthest adventurer wildest dreams. Earlyer tanks cost less, but not a a lot less when you adjust for inflation, both are highly technical, complex machines. A mark IV tank from the trenches of Abrums was as hard to make as an M1 for it's day. As such a DM can make this basicly at will with little regard for balance.

IN theory one could rejigger the D&D core D20 engine to create some kind of armored combat game, but that is not the intention of this engine.

Tanks always have an AC of at least 20 for a light tank and a heavy tank would be more like an AP of 50, requireing the anit tank weapons. They are more object then creature, more akin to a building then a bullrog.

Planes are simulare, expensive, and beyond adventurers, not to mention it's hard to delve a dungeon with a sopwith camel.

Fantasy fire arms

For those of you who throughout this doucment wondered about those things that could only exist in a world of black powder and magic, not inspired by the real world but forged for a new and unique time, this is the section for you. Thing is though: most of those things are not equipment based, mostly it would be muzzle loaders with some magical twists, so we will skip to the character section for this part and detail which subclass fits with what level of general technology.

Credit: Puella Magi Madoka Magica

Ranger Archetype: Danmaku

More is more, less is less, those who study the path of Danmaku, use there skill with magic and fire arms to lay down a curtain of fire, a wall of lead, a hell of bullets and magic.

Tradition Danmaku
Level Feature Type
3st Danmaku:
7st Waltz of Lead
11th Standing in the rain,
15th Thousand Leaves

Danmaku

The Ranger can expend a spell slot to treat a held gun as loaded if it had slow loading, or to treat the gun as loaded with a full magazine if it has the Automatic proprty. If the Ranger expends a spell slot with a weapon that has slow loading, it is treated as haveing a magazine size equal to the level of the expended spell slot. Additionally all shots make useing a Danmaku created bullet count as magical.




Waltz of Lead

The Ranger's skill with magic bleeds over to there physical ablitys. The Ranger max dexterity is 24.

Standing in the rain,

without getting wet. The Ranger may make a dex save to avoid an attack from a fire arm that would inflict damage. The save is 10+shooters dex modifer and Proficiency bonus. If the shooter has advantagae then the Wizard takes only half damage on a successful save.

Thousand Leaves

Once per long short rest the Ranger may cast the spell Conjure Barrage, Conjure Volley or Conjure Barrage as a bonus action

Notes

As mentioned the Danmaku fits best into a setting with muzzle loaders, but in a 20th century setting they are still effective, almost another version of the Gun Kata monk in a sense. Also keep in mind that the various 'shoot more' ranger spells, hail of thorns, conjure barrage and conjure volley work with fire arms, I checked, nothing says they only work with bows, which is why this a ranger archetype not a wizard on.

Wizard Arcane Tradition: Gun Mage

Trained in the art of useing pistols to help focus there magic, gun mages blend the art of marksmenship with the art of magic to create a fusion far more deadly then it's indivdual parts.

Gun mage
Level Feature Type
2nd Spell shooting:
6st Lead and Fire:
10th Bullet storm
14th Fireing Squad,

Spell Shooting

Instead of intelligence, the Gun Mage may use Dexterity as there spellcasting ability. In any case where the rules for wizard spell casting refer to Inteligence or Inteligence modifyer, use dexterity or the Dexterity Modifyer. Additionally the gun mage can treat a specially prepared pistol or revolver as an arcane focus called a magelock. Prepareing the pistol requires the gun be created with process and materials that tripple the base cost. Presumable the first gun is free.

Lead and Fire

When ever a character takes damage from a gun mage's spell that requires a too hit roll they also take damage equal to the Gun Mage's Magelock's damage. To put another way: each time they take damage from a spell they also get shot.

Bullet storm

When makeing an attack action with a fire arm, the Gun mage can make an additional attack. Additionally if the Gun mage exists in a time and place where fire arms with multiple shots are uncommon, they also gain the Pistoleer fighting style. Not all guns used by a gunmage need be magelocks.

Fireing Squad

When ever a character fails a DC caused by a spell cased by the gun mage, the Gun Mage may immediately make an attack action against them so long as they are holding a gun or have the pistoleer fighting style to draw more guns from there belt.

Notes

As with the Danmaku, the Gun Mage works best in a muzzle loading world in terms of flavor, but they also fit into more modern settings easily enough.

More TBA'ed: This is a beta document don't cha know