Setting-Specific Weapons

Because the Golden Skies campaign setting exists in a world roughly analogous to late 18th century China, many weapons exist in it that do not exist in the base D&D setting, especially firearms. They are outlined here along with their mechanics.

Firearms
Firearms were invented several centuries before the beginning of the campaign by Gnomish alchemists. Both artillery and small arms are advanced technology at this point, with flintlock ignition providing consistency and an improved fire-rate over older weapons. All players who have martial weapons proficiency have a proficiency with firearms. Players who wish to gain proficiency may spend a week training. There are five types of small arms. Four of the five firearms use DEX as their attack and damage stat with one exception.

All firearms have the potential to misfire, at which point they will require a tinker tools check to make them serviceable again. Both the misfire chance (given by die rolls on attack) and the tinkers tools check DC are dictated by the quality of the firearm, of which there are four qualities: shoddy, mass-produced, fine, and masterwork. Tinker checks may be made once per long rest. These stats are listed below.

Other
Aside from firearms, other inventions proliferate the world which are otherwise not available in normal D&D. They are listed below: