Firearms and Explosives - D&D 2024 Edition
Weapon | Cost | Damage | Weight | Properties | Mastery |
---|---|---|---|---|---|
Historical | |||||
Musket | 500 gp | 1d12 piercing | 10 lb. | Ammunition (range 40/120 Bullet), loading, two-handed | Slow |
Pistol | 250 gp | 1d10 piercing | 3 lb. | Ammunition (range 30/90 Bullet), loading | Vex |
Modern | |||||
Automatic Rifle | - | 2d8 piercing | 8 lb. | Ammunition (range 80/240 Bullet), Burst Fire, Reload (30), Two-Handed | Slow |
Hunting Rifle | - | 2d10 piercing | 8 lb. | Ammunition (range 80/240 Bullet), Reload (5), Two-Handed | Slow |
Revolver | - | 2d8 piercing | 3 lb. | Ammunition (range 40/120 Bullet), Reload (6) | Sap |
Semiautomatic Pistol | - | 2d6 piercing | 3 lb. | Ammunition (range 50/150 Bullet), Reload (15) | Vex |
Shotgun | - | 2d8 piercing | 7 lb. | Ammunition (range 30/90 Bullet), Reload (2), Two-Handed | Push |
Futuristic | |||||
Antimatter Rifle | - | 6d8 necrotic | 10 lb. | Ammunition (range 120/360 Energy Cell), Reload (2), Two-Handed | Sap |
Laser Pistol | - | 3d6 radiant | 2 lb. | Ammunition (range 40/120 Energy Cell), Reload (50) | Vex |
Laser Rifle | - | 3d8 radiant | 7 lb. | Ammunition (range 100/300 Energy Cell), Reload (30), Two-Handed | Slow |
Weapon Properties
Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a case or other container is part of the Attack (you need a free hand to load a one-handed weapon). Energy Cells (1/2 lb.) that become depleted could be recharged with proper equipment if you wish. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see "Improvised Weapons" below).
Burst Fire: Expend 10 ammo as an action to make a 10-foot cube within range. Each creature in the cube must make a DC 15 Dex Save or take the weapon's damage.
Range: A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Reload: You can make the specified number of shots before you must reload with an action or bonus action.
Two-Handed: This weapon requires two hands when you Attack with it.
Improvised Weapons: Sometimes Characters don't have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin. A weapon also counts as improvised if it's wielded in a way contrary to its design.
You don't add your proficiency bonus to improvised attacks, and it deals 1d4 damage of an appropriate damage type. Improvised weapons have a range of 20/60
Sometimes an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her Proficiency Bonus.
Mastery Properties
Weapon masteries can only be used if a character has a feature, such as Weapon Mastery, that unlocks the property.
Push: If you hit a creature that's Large or smaller with this weapon, you can push them up to 10 feet straight away.
Sap: If you hit a creature with this weapon, they have Disadvantage on their next attack roll before the start of your next turn.
Slow: If you hit and deal damage to a creature with this weapon, you can reduce their Speed by 10 feet until the start of your next turn. This effect doesn't stack.
Vex: If you hit and deal damage to a creature with this weapon, you have Advantage on your next attack roll against them before the end of your next turn.
Explosives
Explosive | Cost | Weight | Range | Radius | Dex Save | Damage |
---|---|---|---|---|---|---|
Bomb | 100 gp | 1 lb | 60 ft | 5 ft | DC 12 | 3d6 Fire |
Dynamite Stick | - | 1 lb | 60 ft | 5 ft | DC 12 | 3d6 Force |
Grenade, Fragmentation | - | 1 lb | 60 ft | 20 ft | DC 15 | 5d6 Pierce |
Grenade Launcher | - | 7 lb | 1,000 ft | 20 ft | DC 15 | 5d6 Pierce |
Grenade, Smoke | 50 gp | 2 lb | 60 ft | 20 ft | - | Smoke |
Gunpowder (keg) | 250 gp | 20 lb | - | 10 ft | DC 12 | 7d6 Fire |
Gunpowder (powder horn) | 35 gp | 2 lb | - | 10 ft | DC 12 | 3d6 Fire |
Bomb (100gp, 1 lb): Light and throw as an action up to 60 feet to create a 5-foot-radius sphere. Each creature in radius makes DC 12 Dex Save or takes 3d6 Fire damage (half on save).
Dynamite Stick (1 lb): Light and throw as an action up to 60 feet to create a 5-foot-radius sphere. Each creature in radius makes DC 12 Dex Save or takes 3d6 Force damage (half on save). Multiple sticks can be bound together in a minute, increasing the damage by 1d6 (max 10d6) and radius by 5 feet (max 20 feet) per stick. The fuse can be extended in a minute to create a timer.
Grenade, Fragmentation (1 lb): Prime and throw as an action up to 60 feet to create a 20-foot-radius sphere. Each creature in radius makes DC 15 Dex Save or takes 5d6 Piercing damage (half on save).
Grenade Launcher (7 lb): Shoot as an action up to 1,000 feet to create a 20-foot-radius sphere. Each creature in radius makes DC 15 Dex Save or takes 5d6 Piercing damage (half on save).
Grenade, Smoke (2 lb): Prime and throw as an action up to 60 feet to create a 20-foot-radius sphere that's Heavily Obscured for 1 minute. Strong wind (such as the Gust of Wind spell) disperses the smoke.
Gunpowder (Keg: 250 gp, 20 lb. Horn: 35 gp, 2 lb.): Fire causes gunpowder to explode in a 10-foot-radius sphere. Each creature in radius makes DC 12 Dex Save or takes 3d6 Fire damage for a horn, 7d6 Fire damage for a keg (half on save).
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