Variant Inventory and Firearms

Inventory

Carry Capacity

A character can hold a number of containers depending on their size and strength :

Containers by size
Size Number of Containers
Small 5
Medium 6
Lorge 7
Huge 9
Strength Modifier
Strength Container Modifier
1-7 -1 container
8-14 +0
15-17 +1 container
18-20 +2 containers
21+ +3 containers

Types of Containers

Containers can be grossly separated in 5 categories. Assign a category to each of your containers (you can mix and match categories to your liking). Some containers can hold objects of a bigger size, can have more slots, or need more time to retrieve an item. Choose the container that better suits your needs.

Bag (9 slots) : A Bag holds objects of any size. You need an action and two hands to retrieve an object from the Bag. Additionaly, you cannot access your bag when it is on your back, and you must first use an object interaction to put it down. You can, however, access your allies bags on their backs.

Pouch (6 slots) : A Pouch holds objects of size M and smaller. You can retrieve an object from a pouch with a free hand and a bonus action.

Belt (3 slots) : A Belt holds objects of size S and smaller. You can retrieve an object from a belt with a free hand and an object interaction.

Sheath (3 slots) : A Sheath holds weapons and shields. You can unsheath a weapon with a free hand and an object interaction. A weapon held in a sheath takes 1 less slot (minimum 1), and a shield takes 1 slot.

Quiver (3 slots) : A Quiver holds arrows and bolts. You can also sheath one bow or crossbow on a quiver, taking only 1 slot. A weapon held in a quiver takes a free hand and an object interaction to unsheath.


Base Kit

In addition to this, you have room on yourself for 5 rations, 5 units of water, 100 pieces and a dagger, none of which takes room on your total.

Armors

Worn armors take room in their wearer's inventory, as if they were containers. Light armors count as 1 container, medium armors count as 2 containers and heavy armors count as 3 containers.

Firearms

Firearms are exotic weapons, nobody is proficient with them for the get-go. You can train with a firearm in twelve weeks of training.

Firearms have special properties :

Loading(X) : You need X attacks to reload this weapon.

Burst(X) : A weapon with the Burst property targets a 10ft cube within its range. Each creature in the cube has to do a Dexterity saving throw againt DC X, taking the weapon damages on a failure, half as much on a success. If the creature is bayond the weapon normal range, it has advantage on the saving throw.

Spread(X) : A weapon with the Spread property targets a cone the size of its range. Each creature in the cone has to do a Dexterity saving throw againt DC X, taking the weapon damages on a failure, half as much on a success. If the creature is bayond the weapon normal range, it has advantage on the saving throw.

Misfire(X) : When you attack with a firearm, if the result of the d20 is equal or below X, the weapon doesn't fire, the attack misses and the ammo is spent.

The weapon cannot be used until an action is used to attempt to clear the ammunition. Make a Tinker's Tools check (DC 8 + X). You can use a set of Tinker's Tools and 1 minute to automatically succeed on the check. On a success, the weapon takes a notch and can be reloaded and used again. On a failure, the misfire worsen, the weapon takes a notch and cannot be used until you take one hour to fix it using a set of Tinker's Tools.

For each notch on the weapon, X increases by 1. If you are using a firearm you are not proficient with, X increases by 1.

Firearms
Weapon Price Damage Weight/Size Range Properties
Flintlock Pistol 50 gp 2d10 perforant 5kg/S 200/400 Loading(4), Light, Sundering, Misfire(0)
Flintlock Musket 75 gp 2d12 perforant 10kg/L 300/600 Loading(6), Two-Handed, Sundering, Status, Misfire(0)
Blunderbuss 50 gp 2d8 piercing 10lb/L 50/150 Loading(6), Burst(12), Two-Handed

Ammunitions

To reload a firearm, you need ammunitions and a Powder Horn. A Powder Horn contains enough gunpowder for 24 shots.

Munitions
Ammo Price/1 Number/slot Propeties
Powder Horn 50 sp 1 --
Roundshot 2 sp 12 --
Paper Cartridge 4 sp 8 When reloading a weapon with this ammunition, reduce the Loading by 2 for this shot. You don't need a Powder Horn to reload a weapon using this ammunition. The Misfire property increases by 1 for this shot.
Buckshot 4 sp 6 The weapon's range is divided by 10. For shots made with this ammunition, pistol or a blunderbuss gains the Spread property, a musket gains the Burst property
Armor-piercing 1 gp 6 This shot ignores damage reductions induced by worn armors. For this shot, the weapon's Misfire property increases by 1.

Overload a shot : With a roundshot or a buckshot, it's possible to put more gunpowder than necessary to overload the shot, up to a number of doses equal to 2. For each dose added this way, the shot does 1 more damage die and its Loading increases by 1. Once the shot has been made, the weapon takes a notch.