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In a Seas of Vodari campaign, PCs can choose weapons from the following tables in addition to the equipment tables found in the core rules. Encourage your players to reflavor any of the weapons found in the standard equipment as something appropriate for a seafaring setting. A spear appears as a trident, a Butcher’s Axe as a boarding axe, or a Wand as a  magic gun.

Primary Weapons Tables

The following primary weapons are also available in this campaign.

Secondary Weapons Tables

The following secondary weapons are available in this campaign.

Notes on Features

Reloading

The core Daggerheart rules include a Reloading feature for the Blunderbuss and Hand Cannon.

For Vodari, where flintlock firearms are common, I thought about removing this feature to avoid unnecessarily penalizing their use, treating them the same as crossbows. Instead, I made the flintlocks above do a little more damage than crossbows with Reloading as the cost.

Misfire

In 5e and Pathfinder, many firearms have a misfire property, which I find too punishing for campaigns where flintlocks are common. Daggerheart, by contrast, makes it easy to introduce misfires when a character fails an attack with Fear, without requiring a feature, whenever it fits the story. If you and your players want a more structured approach to misfires, use the following feature, which is simply a reskin and replacement for the Reloading feature.

Misfire: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to clean this weapon before you can fire it again.

Loud & Porous

Flintlock firearms are loud, create a lot of smoke, and do not work well if they get soaked. While I don't think you need a feature to handle these facts in Daggerheart, you and your players might try to work these facts in when it would matter to the story.

See the following 5e (2014) properties from The Seas of Vodari for reference.

Loud (Optional). Firearms are loud. Attacks made with a firearm produce a loud boom that travels out from your position. If a creature is within 300 feet of you when you make the attack, that creature has Advantage on Wisdom (Perception) checks against you, and you have Disadvantage on Dexterity (Stealth) checks, until the start of your next turn.

Porous (Optional). When a firearm is submerged in water or soaked by a significant quantity of water (such as by a Control Water spell), it becomes waterlogged and the black powder can’t ignite. A waterlogged firearm can't be used to make an attack until you use your action to dry the weapon.

This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.Darrington Press™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and used with permission.

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