
Each trigger pull fires 1 shot and lines up the next round. If firing both shots, roll 1 attack and double the damage die.Ī multi shot pistol with a revolving chamber. With a break open style, reloading is extremely quick.

5E HOMEBREW CLASSES GUNSLINGER FULL
A half pull will fire 1 shot, while a full pull will fire both shots.

The Repeating Rifle and the Side by Side have a 10' disadvantage.Īnd the Hunting Rifle and Mincer have a 15' disadvantage.Ī tiny 2 shot pistol with a 2 stage trigger. The Revolving Pistol and Shorty have the usual 5' disadvantage. The Palm Pistol has NO disadvantage at close range. The bigger the weapon, the bigger the close range disadvantage. In 5e, most ranged weapons suffer disadvantage below 5'. You will note I have added a close range to the normal and long ranges. The other feature I am tweaking is range. I will summarise in a table, but I will also try and describe each one. Whilst the weapon types maybe available in different calibers, calibers cannot be mixed in the same weapon. The main basis of my re-working is with the weapons and the ammunition, specifically the range is determined by the weapon, but the damage by the ammuntion. I'm not sure which would be the better balanced system. An alternative, that mighh be better is that a misfire occurs if, on disadvantage, the first die rolled would cause a mis-fire. Not mentioned is disadvantage, and here I want to add that a weapon only mis-fires on a disadvantage roll if both die are equal or less than the misfire score. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.Ĭonsidering I am going for cartridge based ammunition, where the user doesn't have to measure out a charge of black powder, &c, I think it's unfair to increase the Misfire score for a lack of proficiency with firearms. If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. Two things I wanted to adjust are the reload and misfire properties. With all this in mind, and a few other things too, I have been thinking about what weapons could be brought into D&D in a Wild West scenario, and came up with the some ideas set in the late 19th century.īut first I wanted to attack Mat Mercer's Gunslinger. Both were offered in multiple calibers and could accept the same ammunition as each other, meaning you could carry a rifle and a revolver and only 1 type of ammo. I admit there is a big difference between muzzle loading flintlock/wheellock/matchlock weapons, vs cap'n'ball, vs metal cartridge rim fire or centre fire.īut focussing on "the guns that won the west" - 2 of the biggest contenders are the 1873 Colt Single Action Army (AKA Peacemaker) and the 1873 Winchester Repeating Rifle. Similarly many pre-cartridge weapons will have shot the same size lead ball. One thing I don't like about the gunslinger is that it forces each weapon to have it's own ammo, yet all bows share arrows and all crossbows share bolts. However, it got me thinking about Wild West style weapons. This was only one of the reasons that it failed. The GM was trying to incorporate aspects of Matt Mercer's "Gunslinger" into the game, but this conflicted with other character skills due to his interpretation.

So I tried joining a Wild West themed game a while back (I play by post on a forum), but it fell apart before it even started. I have posted this in a couple of other places, and have made some modifications based on the responses. Note I am no expert on 19th Century firearms, nor am I striving for realistic interpretation - I am trying to give balanced options to be included. Please read, then tell me what you think?
