Reworked Flintlocks for DND
Im drafting up some ideas to make guns much more rare, expensive, but the terrifying pieces of modern equipment they should be in DND. I wanted them to instead of being worse than bows unless you have gunner feat or don't have extra attacks, to longer reloading but much harder hitting and modular weapons. Here's what I have so far. Just be warned we like a lot of depth in my table's rules. Let me knoe what you think about it. (We have a ton more custom rules based on 2024 5e)
Firearms
Weapon adjectives: Flintlock: requires a bonus action to reload that costs half of your maximum movement (rounded down), if you cannot spare the movement you cannot reload this turn, the individual gun can only ever be fired once per turn regardless of attacks.
Unreliable: The individual weapon has a X out of 20 chance to misfire when firing, rolling equal to or below the number causes a malfunction that requires an action to clear without firing.
Snub: can be fired within 5 feet without disadvantage.
Manueverable: drawing this weapon can be done as part of its attack action, you can only use manueverable once per turn
Awkward: Firing within 15 feet imposes disadvantage
High Velocity: Completely ignores armor
Rifled: Takes all but 10ft or half of maximum movement (rounded up) when reloading, whichever is greater, cannot reload if you cannot spare the movement
Large Flintlock: Reloading costs an action and full movement, must be set up on a tripod which takes a full action to put up and down, can be wielded and fired with a strength score of 18 or higher, but take 1d12 bludgeon as recoil damage. If the target is large or smaller they are knocked prone without a saving throw.
**Firearms** Pistol:2d6+DEX |VEX| 40/120, Flintlock, Ammunition(ball), Snub, Manueverable, Light, Unreliable(3)
Dragoon:2d8+DEX |SAP| 60/180, Flintlock, Ammunition(ball), Snub, Two handed, Unreliable(2)
Carbine:2d10+DEX |SLOW|80/240, Flintlock, Ammunition(ball), Two handed, Unreliable(2)
Musket:3d8+DEX |SLOW| 120/240, Flintlock, Ammunition(ball), Two handed, Heavy, Awkward, Unreliable(1)
Rifle:3d8+DEX |TOPPLE| 160/400, Flintlock, Ammunition(bullet), Heavy, Awkward, Two handed, High Velocity, Rifled, Unreliable (1)
Wall rifle:5d10+DEX |PUSH| 30/90, 300/600(mounted) Large Flintlock, Ammunition(highcal bullet), Two handed, Awkward, Unreliable(1)
**Ammo**
Lead ball, standard ammunition for pistols and carbines
Lead bullet, standard ammunition for rifles
Tungsten ball, Ignores 2 armor
Exploding ball/bullet, adds 1d6 fire damage on top of damage roll, but will explode upon misfire, breaking the firearm until repaired at a long rest, and dealing 1d10 fire damage to the user
Caved nose bullet, adds +4 flat damage, but no longer ignores armor
Oversized ball/bullet, adds +2 flat damage, but adds +2 to the unreliability
Minié bullet [undersized bullet that reexpands to full size when fired], removes the "rifled" penalty while reloading this bullet, does nothing for large flintlocks
Grapeshot (ball only), instead of shooting at a single target, shoot out a 30ft cone that requires a DC15 DEX check for half damage. Armor still applies unlike other saving throws
Hotshot [highly combustable substance in glass or ceramic] (ball or bullet), if is shot from a rifle it will no longer penetrate armor, changes the damage type from piercing to fire damage
Fragmentation shot (ball only), upon hitting a target everything within a 10 foot sphere of said target will take piercing damage as well
Powders Black powder: standard powder, moderately expensive, moderately powerful, moderately reliable. 1x price
Serpentine crude powder: adds +2 to unreliability, and -2 damage, although it is dirt cheap. 0.20x price
Corning premium powder: +2 damage, -2 unreliability, premium for a reason, costs significantly more than normal black powder. 4x price
Cannon powder: +2 unreliability, +5 damage, and will **always roll the maximum dice roll** if the firearm misfires, it will explode, completely ruining the gun and the user takes the **full** damage the shot would have done to the target. Are you retarded? .5x price
Flashless powder: +1 unreliability, -2 damage, much quieter with little to no muzzleflash, doesn't reveal your position past 50ft. 2x price
Brimstone powder: +1 unreliability, any being within a 15ft cone of the muzzle takes 1d8 fire damage, quite expensive. 3x price
Also you can pay a premium at certain firearm vendors to lower the innate unreliability of your firearm, although unreliability modifiers from things like cannon powder will apply after, so you are never safe from blowing your rifle into pieces.