Custom Rules

This lists any atypical rules that are homebrew or optional from DM Guide.

Renaissance Items

Pistol250 gp1d10 piercing3 lb. Ammunition (range 30/90), loading
Musket500 gp1d12 piercing10 lb.Ammunition (range 40/120) , loading, two-handed
Bullets (10)3 gp-2 lb.-
Bomb150 gp-1 lb.-
Gunpowder, keg250 gp-20 lb.-
Gunpowder, powder horn35 gp-2 lb.-

As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water resistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

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Custom Rules

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