

Think of them as even less official than UA and will never be referenced in any official publication. D&D Beyond just have them up to support Critical Role. They were released by Matt Mercer separately. Just to clarify, those rules are not from WotC and they are not UA. I want my Fire-Harm to Misfire from time to time! Wouldn't feel tinkered if not! Thanks. I'm going to pitch the idea of erring on the side of balance.
DMG 5E FIREARMS UPGRADE
Properties are both for UA or the like, it seems weird to upgrade the rules (in a way that makes firearms more balanced and less reliable) but prohibit their official use. Given that my Artificer is proficient in Firearms (and my DM encouraged me to build a weapon my Gnome calls The Fire-Harm), I'm unsure which Firearm rules to follow. I guess that's my core confusion, thanks. You kind of have to pick one rule set or the other. Keep in mind that the Fire Arms rules presented in the Gunslinger subclass is not official or supported by WotC and don't exactly fit within official rules published in the DMG. It seems that we can only have Repeating Shot on weapons that can't Misfire, ones from before the new firearm rules were crafted. I have been imagining the Misfire rules as a way to keep firearms balanced (a Blunderbuss does great close-range damage but has a 10% chance of breaking when I fire it, so it feels very Tinker-y and Artificer-y). If the "new" firearm rules "replace the optional ones presented in the Dungeon Master’s Guide" (from Blunderbuss stat block) it seems weird for the only firearms able to be Infused with Repeating Shot are the ones whose rules have just been replaced! and Misfire.) can be used with the Repeating Shot Infusion I can Infuse Repeating Shot on a musket, but not a musket (Exandria) which can misfire? One doesn't load it (no Loading Property), but must reload it (also weird, but RAW).ĭoes that mean none of "new" firearms (with Reload. So, a Blunderbuss uses ammunition (that I can tinker or maybe buy and have to reload), but doesn't have the Ammunition Property. and Misfire., the Stat Block is explaining Properties that the Blunderbuss has. All the Properties are italicized and followed by a period, except the word Ammunition, so I thought ammo might now behave differently (after all, Blunderbuss is Type: Firearms Ranged Weapon, and "All firearms require ammunition.") In the case of Reload. Explosive is explained in that stat block too, but the Blunderbuss doesn't seem to have that Property either (like a Hand Mortar does). So I understand that it needs ammunition but doesn't have the Property Ammunition (weird, but RAW). Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. So to clarify further:Īt the bottom of the Blunderbuss stat block is:Īll firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. My Artificer is just getting started (creeping up on level 3). Put it another way, the infusion itself would negate the reload property and essentially any other weapon property on a firearm that affects the kind of damage the firearm makes with each shot. They would still do their normal die damage, they just wouldn't have the explosive property applied to each shot. IOW, a repeating shot hand mortar or a repeating shot Bad News would not be firing explosive rounds. I would argue that since the magic of the infusion itself is generating the ammunition being used in the firearm, then those firearms would only be shooting the most generic damage possible for them. I think the bigger issue is how it would interact with firearms that have special weapon properties like the Gunslinger's hand mortar or Bad News. Potential balance option: repeating shot weapons have their misfire score increased by 1, which is also simple to explain in game mechanics, they just weren't designed to fire that fast.Īs others have said before me, have the infusion itself just negate the reload property and nothing else. The hand mortar or bad news would also be capable of crazy damage, as this would effectively double their fire rate. Game fluff wise, I can see the argument that since it no longer requires ammunition, it should no longer require reloading.Įxample: warforged dex based fighter with 2 levels of artificer can have insane AC by using a pistol and shield. I'm trying to decide if repeating shot infusion negates the need for reloading a firearm. I've got a player that wants to do an artificer/gunslinger multi-class.
