Dmg 5e Firearms

DMG Firearm Rules 5e. On page 267 in the dungeon master guide there are rules for the use of firearms in 5e. One of my players is playing a swashbuckler from SCAG and is running somewhat low on bullets and gunpowder. My problem is that there is no info about how much powder the keg and horn contain, or how much gunpowder you need. Dnd 5e Firearms Dmg 5e - Firearms of the Realms. Smokepowder functions as Gunpowder does, as detailed on page 267 of the Dungeon Master's Guide, except as follows: Smokepowder is an Uncommon wondrous item, it explodes if set on fire, dropped, or otherwise handled roughly.

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The 5e Dungeon Master’s Guide gave us some sample firearms in the back to help us the same way the original AD&D DMG had rules for crossing over with Boot Hill. I have noticed that among the modern settings they all vary widely with how much damage they think a typical firearm does. Type: Firearms Ranged Weapon Cost: 250 gp Weight: 3 lbs. It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have.

This list of homebrew content includes modern weapons made on D&D Wiki for 5e. 'Modern weapons' wouldn't be possible before the early 1900s of the real world, up to weaponry that would be possible in modern reality. This section could include automatic weapons, nuclear devices, electricity, and computerized weaponry, among other possibilities. Simple firearms like muskets might be considered renaissance weapons instead, while weapons incorporating more advanced technology would be instead categorized as futuristic.

This list excludes magic weapons and any pages with maintenance templates.

The weapons herein are so far beyond the technology of a typical D&D campaign that costs are not shown. These weapons should usually be treated as rare and priceless as magic items, but in specific campaigns these items may be considered 'mundane' and have relevant costs listed. Common weapons are equal to or weaker than the automatic pistol

Firearms

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Please leave the '(5e Equipment)' identifier in the page title when making creating your new equipment! Weapons which are statistically identical or extremely similar to first-party weapons should go on Weapon Alternatives (5e Other), not here.

Simple Melee Weapons[edit]

Simple Melee WeaponsRarityDamageWeightProperties
Drill Common1d6 bludgoening10 lbsHeavy, Special
Hydraulic Drill Common1d6 piercing9 lb.Heavy, Reload(20 uses of the pressurized canister )
Lunge Mine Very Rare4d6 bludgeoning + 4d6 fire3 lb.Two-Handed, Heavy, Thrown (10/15), Special
Punch Gun Common1 bludgeoning + 2d8 piercing1 lb.Glove, hidden, light, reload (2 shots), short burst (1)

Simple Ranged Weapons[edit]

Simple Ranged WeaponsRarityDamageWeightProperties
Baseball Common1d3 Bludgeoning1/2 lb.Thrown (range 20/60), light, finesse, special
Flare Gun CommonSpecial2 lb.Two-Handed. Ammunition (Range 60/120 ft.), Reload (1 shot), Special
KS-23 Rare3d10 piercing9 lb.Ammunition (range 50/150), reload (4 shots), two-handed
Molotov Cocktail Common1d6 fire damage1 lb.Light, thrown (30/120)
Shotgun, Auto Uncommon2d8 piercing11 lb.Ammunition (range 30/90), reload (6 shots), short burst (2), two- handed
Shotgun, Pump Common2d8 piercing9 lb.Ammunition (range 30/90), reload (5 shots), two-handed
Taser Common1d4 lightning damage1 lbsLight, Range (20/40), Special

Martial Melee Weapons[edit]

Martial Melee WeaponsRarityDamageWeightProperties
Buzzsaw Uncommon2d8 slashing20 lb.Heavy, Special
Chainsaw Uncommon2d8 slashing13 lb.Heavy, two-handed
Chainsaw Bayonet Rare1d10 slashing1 lb.Light, special
Gunblade, Variant Rare1d6 slashing6 lbFinesse, special
Monofilament Wire rare2d6 slashing1 lb.Two-Handed, Finesse, double weapon (2d6)
Monster Chainsaw Rare2d12 slashing45 lb.Heavy, Stabilizing, two-handed, reach
NRS-2 Rare1d4 slashing/2d6 piercing3 lb.Finesse, Light, Thrown (range 20/60), Special, Ammunition (range 30/120), Loading

Martial Ranged Weapons[edit]

Martial Ranged WeaponsRarityDamageWeightProperties
.454 Casull Rare3d6 piercing13 lb.Ammunition (range 50/150), reload (6 shots), armor piercing (-3), heavy
25mm 'Joshua' Hand Cannon Legendary8d10 piercing35 lb.Ammunition (range 80/240), reload (3 shots), armor piercing (-5), heavy, stabilizing
2mm Kolibri Pistol Common1 piercing½ lb.Ammunition (range 20/60), hidden, light, reload (5 shots), special, undersized
Anti-Materiel Rifle Very Rare8d6 Piercing30 lb.Ammunition (range 180/540), armor piercing (-3), heavy, reload (10 shots), special, two-handed, scope (range 540), stabilizing
Arm Gyrojet Uncommon2d4 bludgeoning1 lb.Ammunition (range 60/180), glove, hidden, Light, short burst (2), reload (6 shots)
Arm Shotgun Rare2d6 piercing4 lbAmmunition (range 30/90), burst fire, glove, reload (12 shots)
Assault Rifle Rare3d8 piercing10 lb.Ammunition (range 200/600), burst fire, reload (30 shots), short burst (2), two-handed
Battle Rifle Rare2d10 piercing11 lb.Ammunition (range 80/240), reload (20 shots), short burst (2), two-handed
Bazooka Legendary6d8 bludgeoning + 6d8 fire16 lb.Ammunition (range 60/600), armor piercing (-5), heavy, loading, special, two-handed
Bolt Action Pistol Uncommon2d12 piercing4 lb.Ammunition (range 80/240), loading
Browning Hi-Power Common2d6 piercing2 lbs.Ammunition (range 50/150), reload (13 shots)
Combat Pistol 'Jackal' Very Rare4d8 piercing35 lb.Ammunition (range 60/180), reload (6 shots), armor piercing (-3), heavy
Combat Shotgun Uncommon2d8 piercing9 lb.Heavy,two-handed,Range self(20ft cone), Ammunition, reload (6 shots)
Compound Bow Uncommon1d10 piercing3 lb.Ammunition (range 120/500), two-handed
Flamethrower Very Rare2d8 fire50 lb.Ammunition (range 75/120), heavy, reload (10 shots), two-handed, special
Grenade
Grenade Launcher, Multiple RareSpecial12 lb.Two-Handed. Ammunition (Range 200/600 ft.), Reload (6 shot), Special
Grenade Launcher, Variant UncommonSpecial7 lb.Two-Handed. Ammunition (Range 200/600 ft.), Reload (1 shot), Special
Grenade, Beehive UncommonSpecial1/2 lb.Thrown (60 ft.), Special
Grenade, Concussion CommonSpecial1/2 lb.Thrown (60 ft.), Special
Grenade, Flare CommonSpecial1/2 lb.Thrown (60 ft.), Special
Grenade, Fragmentation
Grenade, Incendiary CommonSpecial1/2 lb.Thrown (60 ft.), Special
Grenade, Launcher
Grenade, Smoke
Grenade, Stun CommonSpecial1/2 lb.Thrown (60 ft.), Special
Grenade, Tear Gas UncommonSpecial1/2 lb.Thrown (60 ft.), Special
Gunshield Very Rare2d6 piercing11 lb.Ammunition (range 30/90), burst fire, reload (30 shots), short burst (2), special, two-handed
Harkonnen Very Rare10d8 piercing120 lb.Ammunition (range 180/540), armor piercing (-4), heavy, reload (5 shots), special, two-handed, scope (range 540), stabilizing
Harkonnen II Very Rare10d8 piercing300 lb.Ammunition (range 40/120), armor piercing (-4), heavy, burst fire, reload (70 shots), special, two-handed, short burst (3), stabilizing
Heavy Machine Gun Rare4d6 piercing80 lb.Ammunition (range 80/240), burst fire, reload (100 shots), two-handed, heavy, stabilizing
Heavy Shotgun Uncommon2d6 Piercing9.3 lb.Heavy, two-handed, reload (5 shots), Range self(15ft cone)
Light Anti-Tank Weapon Legendary10d10 bludgeoning + 10d10 fire15 lb.armor piercing (-5), heavy, loading, special (range 60/600), two-handed
Light Machine Gun Rare3d6 piercing30 lb.Ammunition (range 80/240), burst fire, heavy, reload (100 shots), two-handed, short burst (2)
Machine Pistol Common2d6 piercing2 lb.Ammunition (range 50/150), burst fire, reload (30 shots), short burst (2 shots)
Magnum Revolver Uncommon2d10 piercing3 lb.Reload (6 Rounds), Range (60/180), Heavy
Minigun Rare4d10 piercing65 lb.Ammunition (range 40/240), burst fire, heavy, reload (45 shots), two-handed, short burst (3), Stabilizing
Panzerknacke Legendary5d6 bludgeoning + 5d6 fire5 lb.Ammunition (range 100/300), armor piercing (-3), glove, hidden, loading
Pistol, Automatic
Pistol, Heavy Automatic Uncommon2d8 piercing4 lb.Ammunition (range 60/180), reload (9 shots)
Pistol, Light Automatic Common2d4 piercing1 lb.Ammunition (range 40/120), hidden, light, reload (6 shots)
Revolver
Rifle, Automatic
Rifle, Hunting
RPG Legendary6d10 bludgeoning + 6d10 fire18 lb.Ammunition (range 60/600), armor piercing (-5), heavy, loading, special, two-handed
S&W 500 Rare3d8 piercing5 lb.Reload (5 Rounds), Range (60/180), Heavy
Scrap Gun Rare1d10 piercing80 lb.Ammunition (range 80/240), heavy, loading, special
Shotgun
Silenced .22 Pistol Common2d4 piercing2 lbAmmunition (range 30/90), hidden, reload (16), silenced
Sniper Rifle, Variant Rare2d10 piercing17 lb.Ammunition (range 180/540), reload (5 shots), scope (range 540), two-handed
Submachine Gun Uncommon2d6 piercing5 lb.Ammunition (range 65/195), burst fire, reload (30 shots), short burst (2 shots)
Volcanic Pistol Uncommon2d8 piercing2 lbAmmunition (range 40/120), loading
Winchester Model 1873 Rare2d8 piercing9½ lb.Ammunition (range 80/240), reload (8 shots), two-handed, burst fire (2)
Wrist Gun Uncommon2d6 Piercing3 lb.Ammunition (range 30/90), light, Reload (6), Short Burst (2), Glove, Special

Ammunition[edit]

AmmunitionWeight
.44 Cal. Minie Ball
Armor Piercing Bullets (10)
Armor Piercing Discarding Sabot Rounds (10)
Bullets, 9*18 mm (50) 1 lb.
Bullets, 9*19 mm (50) 1 lb.
Dragon's Breath
Explosive Bullets (10)
Hellsing Special Ammunition (10)
High Explosive Ammo
Hollow Point Bullets (10)
Incendiary Bullets (10)
Match Grade Bullets (10)
Rubber Bullets (10)
Semi-Armor Piercing Bullets (10)
Subsonic Bullets (10)
Tranquilizer Rounds (10)
Web Cartridge


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Fantasy Firearms[edit]

So, picture this. You're playing D&D. The guy next to you has a sword, the gal on your right uses her fists, and the friend of loosely-defined gender who sits across from you wields arcane magic of destructive potential. You? You've got a gun. Now, if you're playing in a fantasy setting... hey, maybe guns don't fit the tone. But, in a world with enchanted weaponry, undead, and whatever the heck Flumphs are, it's not unreasonable to say some gnome or dwarf had the idea of making fantasy-gunpowder from dragon bone or fairy dust or something. So even in the most Tolkien-esque settings, there may be a place for it.

That said, the DMG does give rules for weaponry for renaissance, modern, and futuristic settings. Unfortunately, said weapons are not balanced for the traditional high-fantasy settings most are used to. So, this page will categorize, instead, firearms (or firearm-adjacent creations) that could conceivably fit in your run-of-the-mill D&D campaign.

The Reload (X) Property[edit]

Currently, there's three types of vanilla D&D ranged weapons: Bows, Crossbows, and Thrown Weapons. Bows are two-handed weapons, with no restrictions to how often you can fire them. Crossbows have the loading property, preventing the user from firing them more than once per round (or requiring them to take the Crossbow Mastery feat), but many have more damage or are one-handed to compensate. Thrown weapons are just disposable melee weapons.

To differentiate firearms from these types of weapons, they can receive a 'Reload' property. Weapons with the reload property can hold a certain amount of ammo, e.g. a Revolver with 6 rounds. So, unlike crossbows, firearms can be fired more than once per round. However, when they run out of rounds, the weapon cannot be fired again until you use an action to reload it. Then, just like crossbows, they can come in one-handed or two-handed varieties. A firearm user does not need to invest in a feat to take advantage of any extra attack class features they get, over a crossbow user, but then has to deal with needing to spend a turn in 'down-time' every now and then. A weapon with a Reload(2) or even a Reload(1) property would be really rough!

Categorized List[edit]

Feel free to put the [[Category:Fantasy Firearms]] onto any firearm page that meets the following criteria:
1) It uses the Reload property
2) It is balanced alongside other vanilla D&D weapons, as opposed to the anachronistic weapons listed in the DMG or on this site.
3) The fluff for the page works for a fantasy setting, even if it uses copious amounts of Magitek. (If magic can create a wall of pure force or cross dimensions, it can also create an enchanted weapon that can accelerate a metal slug at relativistic speeds...)

Dmg 5e Firearms Dnd

Mundane Firearms
Fantasy FirearmCostDamageWeightProperties
Alchemic Bullets
Bayonet Rifle 95 gp1d10 piercing / 1d4 piercing12 lb.Ammunition (range 100/400), heavy, reload (4 shots), special, two-handed
Drake Cannon 250 gp2d6 piercing4 lbAmmunition (range 25/40),heavy, reload (2), special, two-handed
Revolver, Variant 150 gp1d10 piercing2 lbAmmunition (range 25/100), light, reload (6 shots)
Rifle, Variant 90 gp1d12 piercing11 lb.Ammunition (range 125/500), heavy, reload (4 shots), two-handed
Siege Rifle 250+ gp2d6 piercing20 lb.Ammunition (range 100/400), Heavy, Reload (6 rounds), Special, Two-Handed
Simple Pistol 100 gp1d10 piercing0.5 lb.Ammunition (range 25/75), hidden, light, reload (1), special
Wheel-lock Carbine 400 gp2d10 piercing9.5 lb.Ammunition (range 30/120), two handed, reload (4 shots), special
Magic Firearms
FirearmRarityType
Deus Ex Calibre very rareRevolver
Devil's Chamber very rarerevolver
Quickdraw Revolver rarerevolver

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