WB Equipment
Contents
Weapons
Melee Weapons
Item | Cost | Weight | Damage Die | Damage Type | Properties |
---|---|---|---|---|---|
Short Bayonet | 5gp | 2 lb. | 1d4 | Piercing | Finesse, light, simple |
Standard Bayonet | 10gp | 3 lb. | 1d6 | Piercing | Versatile (1d8), simple |
Long Bayonet | 15gp | 4 lb. | 1d8 | Piercing | Heavy, reach, two-handed, martial |
Bayonets. These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.
Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.
Firearms
Item | Cost | Weight | Damage Die | Damage Type | Properties |
---|---|---|---|---|---|
Pistol | 75 gp | 3 lb. | 1d10 | Piercing | Ammunition (range 20/60), muzzle-loading, simple |
Carbine | 75 gp | 5 lb. | 1d12 | Piercing | Ammunition (range 50/150), muzzle-loading, two-handed, simple |
Grenade | 50 gp | 1 lb. | 3d6* | Bludgeoning | Thrown (range 20/60), inaccurate |
Front-loading Revolver | 300 gp | 3 lb. | 2d6 | Piercing | Ammunition (range 60/180), muzzle-loading |
Musket | 90 gp | 10 lb. | 2d8 | Piercing | Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple |
Rifled Carbine | 300 gp | 5 lb. | 1d12 | Piercing | Ammunition (range 80/320), muzzle-loading, two-handed, rifled |
Rifled Musket | 315 gp | 10 lb. | 2d8 | Piercing | Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled |
Shotgun | 75 gp | 5 lb. | 1d10 | Piercing | Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple |
Carbine. Like a pistol, but with a stock and barrel, with a total length of three to four feet.
Grenade. This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.
Musket. The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.
Muzzle-loading Revolver. When a revolver is loaded it holds up to 6 bullets. The revolver only needs to be loaded after all of its ammunition has been fired.
Pistol. A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.
Rifled Carbine. This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition - the bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.
Rifled Musket. This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.
Shotgun. This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.
Ammunition and Explosives
Item | Cost | Weight |
---|---|---|
Ammunition, bullets and black powder (20 shots) | 1 gp | 2 lb. |
Black powder cask | 20 gp | 20 lb. |
New weapon properties
Muzzle-loading. After each shot, you need to use an action or bonus action to reload the weapon.
Sometimes irregular packing of a barrel causes the weapon not to function properly. Whenever you roll a natural 1 on an attack roll with a muzzle-loading firearm, the gun misfires — nothing happens, and the gun remains loaded. Clearing the barrel requires an action, and makes the gun safe to use. You can continue using the misfired gun without clearing the barrel, but attacks with the weapon have disadvantage, and if you roll a second natural 1, the weapon has a mishap and explodes. The mishap destroys the weapon and deals its base damage die to you (for example, a musket mishap deals 2d8 damage). Magical firearms with this trait never misfire or have mishaps.
Rifled. Rifling extends the range at which a firearm can accurately hit a target. You can spend an action to aim down the weapon’s sight and choose a creature you can see. Until you stop aiming, quadruple the weapon’s short and long ranges for the purpose of attacking that target. Each turn thereafter, you can spend an action or bonus action to continue aiming at the same target or switch to another target you can see. If you move or take damage, your aim is ruined and you have to start over again.
Inaccurate. Grenades do not add your ability score modifier to damage. When you throw a grenade, choose a creature or an unoccupied 5-foot space. (If the creature occupies more than one 5-foot space, choose one of the squares it occupies.) Make an attack roll against AC 10. If the attack misses, the grenade veers off course, missing by 5 feet in a random direction, or 10 feet if the target area was at long range. Each creature in a 5-foot radius of where the grenade lands must succeed a DC 12 Dexterity save or else take 3d6 bludgeoning damage.
If you targeted a creature and the attack roll is a critical hit, the grenade directly strikes that creature. The grenade does double damage to that creature without allowing a save. Other creatures in the area are affected normally.
Scatter. If you are wielding a shotgun, you have advantage on an attack roll, and both rolls hit the target, the weapon deals an extra 1d10 damage. If you have disadvantage and one attack roll hits but the other misses, the target takes 1d4 damage. This graze damage is not increased by anything else (not ability modifiers, feats, smite
spells, sneak attack, etc.), though resistances and vulnerabilities still apply.
Firearm Enhancements
Gunsmiths can enhance firearms. Such custom work is in high demand, however, and finding a gunsmith capable of crafting these is as difficult as locating an uncommon or rare magic item. The price can be similarly exorbitant.
Alchemical launchers, sniper scopes, and suppressors can be retrofitted onto existing weapons. A reinforced barrels can only be added when a weapon is crafted, not retrofitted.
Item | Cost | Weight |
---|---|---|
Alchemical Launcher | 1000 gp | 5 lb. |
Reinforced Barrel | 500 gp | 1 lb. |
Sniper Scope | 1000 gp | 2 lb. |
Suppressor | 500 gp | 1 lb. |
Alchemical Launcher. As an action, you can load one grenade or similar item such as alchemist fire or holy water into this underslung launcher. You can use the item as if it were in your hand. If the item normally requires a ranged attack, it uses your gun’s attack bonus and range.
Reinforced Barrel. You’ve modified your barrel to fire heavier rounds. If your Narrator uses the alternate rules of attacks hitting half or three-quarters cover, if you hit cover you deal half the weapon’s damage to your target, unless the attack fails to damage the cover.
You can also attack a creature with total cover; you take a –5 penalty to your attack roll (and if you can’t see it, you also have disadvantage on the attack roll); if you hit, you deal half damage.
These rounds usually only work through less than a foot of wood or dirt, a few inches of stone, or a half inch of metal.
Cover-piercing ammunition costs twice as much as normal ammunition.
Sniper Scope. This enhancement is only effective on rifled weapons. You can aim down this finely-tuned telescopic sight without needing to spend an action. However, you are considered blind except against creatures in a direct line from you to your target. The blindness lasts until your next turn.
Suppressor. Your shots are relatively quiet. If you are hidden when you attack, you remain hidden from creatures more than 50 feet from you. A creature struck does, however, know the direction the shot came from.
New Equipment
Item | Cost | Weight |
---|---|---|
Gentleman's Outfit | 30 gp | 6 lb. |
Goggles | 5 gp | 1 lb. |
Lady's Outfit | 30 gp | 12 lb. |
Pocket Watch | 25 gp | - |
Surgeon's Kit | 50 gp | 2 lb. |
Gentleman's outfit This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do not wear goggles.
Goggles. Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.
Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.
Pocket Watch. In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.
Surgeon’s Kit. Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.
source: Adventures in Zeitgeist p.77