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Making D&D 4e go BANG!

Some more 4e content for you, with thanks to @AbsentDM who did a lot of the initial work on these.

Firearms in D&D 4e

Or why you never want to end up toe to toe with a Blunderbuss!

For many society’s once gunpowder is invented its the beginning of a slippery slope. In the magical world of D&D where a wizard can open a portal to another dimension under you and Clerics can call on divine intervention, firearms seem less of an game ender and more of a option for those not proficient in other Ranged weapons. So in this article we look at the possible uses of firearms in your campaign.

So here we have the 3 weapons.

Flintlock Pistol

When you discuss firearms you must begin with the smallest so we have the flintlock pistol. Still not as small as a hand crossbow the flintlock is a nifty little weapon not the highest of damages but it sure packs a punch when required. The design of the pistol varies on how ostentatious the owner wants to be. It could be as simple as a metal tube encased in wood with a small trigger and hammer to hide the fact its a pistol. Or it could be an elobarate weapon with designs like dragons and orcs mouths to show just how deadly the owner thinks it is.

Flintlock Pistol
Superior One-handed ranged weapon
Cost: 40gp
Damage 1d8
Proficient: +3
Range: 3/6
Weight: 5 lb.
This simple hammer cock pistol is designed to impact and bludgeon those who it hits.
Properties: Load Standard – Firearms require time to reload, due to having to place the gunpowder and the shot within, it requires an entire Standard action to reload. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The pistol, for example, is a one-handed weapon, but you need a free hand to load it.).
Small – This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a flintlock pistol, for example, even though halflings can’t normally use two-handed weapons.

Flintlock Training (Multiclass Feat)
With this weapon you should fear me, but to be honest I should fear my own safety.
Prerequisites: Dex 13
Benefit: You gain proficiency with the Flintlock. you increase a Flintlock’s range to 5/10. You treat the Flintlock as a versitile weapon gaining +1 to damage when wielding in two hands.

Flintlock Novice (Multiclass Feat)
Sometimes with this thing I scare myself. So I’m pretty sure you should fear it too.
Prerequisite: 4th level, Flintlock Training
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the Blind shot attack power.

Blind Shot
You loose you shot as quick as possible but it means you have time to continue your action.
Encounter * Weapon
Minor Action * Ranged weapon
Requirement: You must be wielding a flintlock
Target: One creature
Attack: Dexterity – 2 vs. Reflex
Hit: Dex modifier damage.

Flintlock Expert (Multiclass Feat)
Wow i’m quick and your dead.
Prerequisite: 8th level, Flintlock Training
Benefit: You can swap one 6th-level or higher utility power you know for the Dead Eye Shot utility power.

Dead Eye Shot
When you’ve seen your enemies speed and reflexes you can make a better guess at where they will be.
Encounter
Minor Action * Personal
Effect: Choose one enemy who has cover from you within your weapons range. You ignore the bonus provided by the targets cover until the end of your next turn.

Flintlock Specialist (Multiclass Feat)
Prerequisite: Flintlock Training, 10th level
Benefit: You can swap one 9th-level or higher daily attack power you know for the Don’t Touch Me attack power.

Don’t Touch Me
When someone gets close enough, you draw your weapon and blow them away and make it so you can get back to your safe distance.
Daily * Weapon
Immediate Reaction * Ranged weapon
Requirement: You must be wielding a Flintlock
Trigger: An enemy moves into a square adjacent to you.
Target: Triggering enemy
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dex modifier Damage, and the target is pushed one square and slowed until the end of your next turn.

Musket
The musket is a long cylinder of metal encased in wood, simple and elegant… In the world of D&D however many wielders have spent the time crafting exquisite models so that the musket looks like all sorts of objects including the elven made stump muskets designed to resemble tree branches but hold a much deadlier content than sap and termites.

Musket
Superior Two-handed ranged weapon
Cost: 60gp
Damage 2d4
Proficient: +3
Range: 5/10
Weight: 10 lb.
This simple hammer cock rifle is designed to let loose small shots at a reasonable distance with reasonable accuracy
Properties: Load Standard – Firearms require time to reload, due to having to place the gunpowder and the shot within, it requires an entire Standard action to reload. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The pistol, for example, is a one-handed weapon, but you need a free hand to load it.).

Musket Training (Multiclass Feat)
I’m not a dead shot yet in fact, to be honest I just like to hit things at least once
Prerequisites : Dex 15
You gain proficiency with the Musket. you increase a Muskets range to 10/20.

Musket Novice (Multiclass feat)
Prerequisite: 4th level, Musket Training
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the Shot in the Air attack power.

Shot in the Air
With immense precision or luck, you fire up into the air and drop the bullet directly onto your foe’s head.
Encounter * Weapon
Standard * Ranged Weapon
Requirement: You must be wielding a Musket
Special: You do not need line of sight to make this attack
Attack: Dexerity vs Reflex
Hit: Dex modifier damage

Musket Expert (Multiclass feat)
Prerequisite: 8th Level, Musket Training
Benefit: You can swap one 6th level or higher utility power you know for the Switcharoo utility power.

Switcharoo
You know your weapon so well you can swing it round and wield it in one smooth motion.
Encounter
Free Action * Personal
You can swap to your musket as a free action and can swap back to your melee weapon at the end of your turn.

Musket Specialist (Multiclass feat)
Prerequisite: 10th level, Musket Training
Benefit: You can swap one 9th-level or higher daily attack power you know for the Crippling shots attack power.

Crippling Shots
You fire two shots in quick succession. One cripples a foe and the other slows another.
Daily * Weapon
Standard * Ranged Weapon
Requirement: You must be wielding a Musket
Attack: Dexterity vs Reflex
Hit: 1[W] + Dex mod damage, and the target is immobilized (save ends). On a successful save, the target is slowed until the end of it’s next turn.
Effect: You make a secondary attack
Secondary attack: Must be against a target within 5 squares of the the primary target.
Attack: Dexterity vs Reflex
Hit Dex modifier damage, the target is slowed (save ends)

Blunderbuss
The grand daddy of all Weapons the Blunderbuss is usually about 2ft long with a large gaping hole at the end. Those who look into the hole soon find that the abyss doesn’t stare back but a load of buck shot soon stops them worrying.

Blunderbuss
Superior Two-handed ranged weapon
Cost: 75gp
Damage 1d10
Proficient: +2
Range: 3/6
Weight: 20 lb.

This gigantic weapon has a large open mouth and fires deadly buckshot at those who are foolish enough to get within range.
Properties: Load Standard – Firearms require time to reload, due to having to place the gunpowder and the shot within, it requires an entire Standard action to reload. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The pistol, for example, is a one-handed weapon, but you need a free hand to load it.).

Blunderbuss Training (Multiclass Feat)
Prerequisite: Dex 13, Str 15
Benefit: You gain proficiency with the Blunderbuss. You increase your Blunderbuss range to 5/10 . You can reload as a minor action. The Blunderbuss gains the property Brutal 1.

Blunderbuss Novice (Multiclass Feat)
Prerequisite: 4th Level, Blunderbuss Training
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the Mouth of Fire attack power.

Mouth of Fire
You have spent enough time with the weapon to know that if you fill it this way you unleash a torrent of fire on any unsuspecting enemies, or allies, who get in the way.
Encounter * Weapon
Standard * Ranged Weapon
Requirement: You must be weilding a Blunderbuss
Range: Area Burst 1 within 3 squares
Target: All creatures in Burst
Attack: Dexerity vs Reflex
Hit: Dex modifier Fire damage

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