Firearms Through the Ages

A guide to adding firearms historical and modern to a traditional Dungeons and Dragons campaign. Existing stats for firearms (as published in the DMG, and posted online) tend to be unrealistically well-balanced with other D&D weaponry. Specifically, they do fairly low damage at absurdly short range, and do little to change the tactics and strategies used in-game.

I had several goals for writing this supplement:

  • Provide a somewhat accurate representation of the lethality and effectiveness of firearms when compared with traditional D&D weaponry.
  • Don't disrupt gameplay by introducing too many new in-combat rules and interactions.
  • Allow interested player characters to pursue firearm mastery with a wide variety of items, feats and modifications.
  • Don't render traditional D&D weaponry obsolete or punish players for their choices.
  • Provide a wide variety of archetypical and common categories of firearms.
  • Don't get bogged down by attempting to model every firearm ever built.

CAUTION

The items and feats in this supplement can break your campaign setting. Proceed at your own risk. Although these items have internally consistent design, they are not balanced with other weapons, and are not meant to be added to a standard campaign. The existence of firearms (especially modern firearms) is a major plot point that can and will disrupt combat strategies.

Glossary

There are a few new game mechanics in this supplement:

  • Loading times: Some firearms have extended loading times. Once fired, the wielder must spend a number of Actions on the process of reloading before they can fire that weapon again.
  • Close Range Disadvantage: Some firearms are not designed well for shooting at close range, either because of their bulk, or sights designed for extreme precision over long range. If your target is within a certain range, you have disadvantage on attack rolls.
  • Strength Requirement: Some powerful firearms require a degree of physical fitness. If you do not meet the firearm's strength requirement, you cannot fire it accurately, and are unable to add your relevant ability score modifier to attack or damage rolls using that weapon.
  • Burst: Some firearms have automatic firing settings. Burst attacks do more damage, but use three ammunition, and tend to have shorter range due to the difficulty of controlling the weapon. If you do not have at least three ammunition for your weapon, you cannot use a burst attack.
  • Mounted: Certain firearms can be Mounted on stable surfaces. If you are prone, and carrying a firearm that can be Mounted, you may Mount the firearm on a stable surface as an Action. This effect ends if you stand up or move, taking the firearm with you, or if the firearm is moved. If you stand up or move, and do not take the firearm with you, the firearm remains Mounted in that location and can be used by others. A Mounted firearm has no Strength requirement for use.

Ammunition

Firearm ammunition cannot be reused once fired. In addition, firing a firearm creates a loud, recognizeable bang that is audible over a great distance. The volume (and therefore audible range) of this noise depends on the type of ammunition used. Other creatures can use Wisdom(Perception) checks to notice the sound of firing firearms (using the listed distances and DCs). In wide open terrain, like flat, unobstructed plains, the audible distance is doubled.

The cost and availability of firearm ammunition is the primary recommended method of controlling firearm power and balance. This guide is written under the assumption that firearms (and their ammunition) are manufactured on a distant plane, and brought to the campaign setting by the antagonist's forces. Smugglers and thieves may be able to procur small quantities of firearm ammunition for the players, using the listed prices as a guide, but the primary source of ammunition should be defeating enemy soldiers.

Balance Notes

Many of the items in this document have both a listed cost and a listed value. The value represents how 'good' the item is in D&D terms, while the cost represents how much money it would cost to purchase one in the society/time period that they were manufactured.

If you are playing a game set on Earth, where manufacturing and industry is healthy, you should use the cost column to determine prices. If you're playing a game set on another world, where these weapons are extremely rare and sought-after transdimensional artifacts, you should use the value column to determine pricing.

The prices in this document assume a conversion value of 1gp = $100 (in modern US currency). If your campaign uses a different value for gold, you'll have to do your own math.

Optional Rule:

Most large machine guns were never designed to be fired from the hip or carried by a single soldier, especially in the early days of automatic weapons.

Heavy Machine Guns can only be fired when Mounted. Machine Guns can only be fired when Mounted, unless the setting is the Modern era or later.

Historical Notes

NOTE: Listed years are mostly incorrect. They should be used as rough estimates, not precise historical data.

Early Firearms

In the real world, early firearms coexisted with melee weaponry and muscle-powered ranged weaponry for hundreds of years: although they were deadly, these firearms were slow to fire, and could be unreliable or even dangerous to their wielder. Improvements to firearms came in a number of areas, like:

  • Firing mechanisms: there were many different devices used to ignite firearms' propellant: from the wielder holding a lit match to a hole in the side of the barrel, all the way to a hammer striking sparks when a trigger is pulled.
  • Rifling: methods were discovered to carve spiralling grooves into the interior sides of firearms' barrels. This was a very challenging manufacturing technique at the time, but drastically increased firearm range accuracy.

Early Firearms are the type of firearm most likely to be within the reach of traditional D&D campaign worlds' industries. None of these items are especially unbalanced, and they can probably be safely added to most campaigns without issue.

All early firearms use the lead ball and black powder ammunition type, for ease of play and my own sanity. This is not historically accurate, but the ease of recasting lead balls (over a campfire), and measuring individual powder charges lets me retain some vestige of verisimilitude.

The earliest firearms (before year 1500) can be represented by the handgonne.

The arquebus and wheellock pistol became common around 1600.

The musket and black powder pistol became common around 1700.

The muzzle-loading rifle and black powder revolver became common around 1800.

Nineteenth Century Firearms

During the 1800s, several factors led to remarkably rapid improvements in small-arms. Changes in industrial processes made high-quality manufacturing techniques far cheaper, faster and more reliable.

  • Breech-loading firearms became economically viable (they require high-precision parts, which were slow and costly to produce until the advent of industrial machining techniques.
  • Metal cartridges replaced paper, leading to durable, weather-resistant and easy-to-load ammunition.
  • The first reliable automatic weapons (using the modern definition of automatic: multiple cartridges individually loaded into a single barrel and fired in succession)

This is the era of the Napoleonic wars, the American Civil War, and the Old West (and lots more). Adding these weapons to a D&D campaign should be done with care. At this point, firearms start to outmatch their muscle-powered counterparts in most, if not all respects.

Early Twentieth Century Firearms

Continuous improvements in manufacturing and design made powerful, quick-firing weapons common in the early 1900s. Rapid fire was the name of the game. A variety of methods were designed to make firearms faster and easier to shoot.

  • Bolt-action rifles could be reloaded by simply operating a small lever to extract and discard a spent round and insert a fresh cartridge from the weapon's internal magazine.
  • Pump action shotguns allowed cylindrical shotgun shells to be 'pumped' out of a tube, with an easy movement of the hand.
  • Semiautomatic pistols used the force of firing one round to load the next one without any action from the wielder.

At this point, firearms should be considered overpowering compared to muscle-powered weapons, relegating melee weapons to a backup, or at least highly specialized role (stealth, for example). Do not add these weapons to a D&D campaign unless you're ready for the consequences.

Mid Twentieth Century Firearms

After the Great War (WWI), small-arms designed continued to focus on increasing rate of fire, making semi-automatic and fully-automatic small arms far more common. A wider variety of specialized small-arms appeared, focusing on low-recoil automatic weapons. Do not add these weapons to a D&D campaign unless you're ready for the consequences.

Late Twentieth Century Firearms (and beyond)

After World War II, development on small-arms continued to focus on fully automatic personal weapons. Full power rifle cartridges had too much recoil for controllable automatic fire, so many nations chose to pursue lighter, less powerful cartridges which could be easily controlled, leading to the development of automatic carbines.

In addition, the relatively low cost of designing and manufacturing firearms (fuelled, in part, by the massive industrial base left behind by World War II), and the expanding civilian market, encouraged the variety of common firearms to expand enormously, as individual manufacturers attempted to find their own niches.

Using the full assortment of modern firearms in a D&D 5e campaign will drastically alter the game.

Early Firearms

Black Powder Firearms

Simple Ranged Weapons
Name Cost Value Damage Weight Properties
Handgonne 50gp 50gp 1d10 piercing 6 lb. Lead Ball and Black Powder (range 20'/40'), heavy, two-handed, loading, strength requirement: 11, Special: the handgonne requires three Actions to reload
Arquebus 50gp 100gp 1d12 piercing 10 lb. Lead Ball and Black Powder (range 50'/200'), heavy, two-handed, loading, strength requirement: 11, Special: the arquebus requires three Actions to reload
Wheellock Pistol 75gp 150gp 1d8 piercing 4 lb. Lead Ball and Black Powder (range 25'/50'), loading, light, Special: the wheellock pistol requires two Actions to reload
Musket 40gp 200gp 2d6 piercing 12 lb. Lead Ball and Black Powder (range 75'/300'), heavy, two-handed, loading, strength requirement: 11, Special: the musket requires one Action to reload
Black Powder Pistol 50gp 250gp 1d8 piercing 3 lb. Lead Ball and Black Powder (range 30'/60'), loading, light, Special: the black powder pistol requires one Action to reload
Martial Ranged Weapons
Name Cost Value Damage Weight Properties
Muzzle-Loading Rifle 60gp 300gp 2d6 piercing 12 lb. Lead Ball and Black Powder (range 200'/400'), heavy, two-handed, loading, strength requirement: 11, Special: the muzzle-loading rifle requires two Actions to reload
Black Powder Revolver 80gp 400gp 1d6 piercing 3 lb. Lead Ball and Black Powder (range 30'/60'), light, Special: the black powder revolver can hold up to six shots at a time. Reloading one shot takes one Action

Black Powder Ammunition

Type Cost Value Weight Audible Distance (DC 5/DC 15)
Lead Ball and Black Powder 5cp 1gp 1/10lb 600'/1800'

Black Powder Accessories

  • Bayonet: 2lbs, A bayonet can be attached to any two-handed firearm. When not attached to a firearm, a bayonet can be used as if it were a dagger. When attached to a two-handed firearm, that firearm gains the ability to be used as a simple two-handed melee weapon that deals 1d8 Piercing damage. Attaching or detaching a bayonet takes an Action.

Other Weapons

Simple Melee Weapons
Name Cost Damage Weight Properties
Knife 5sp 1d2 slashing 1/2 lb. Finesse, Light
Simple Ranged Weapons
Name Cost Damage Weight Properties
Crossbow, heavy 50gp 1d10 piercing 10 lb. Ammunition (range 100'/400'), two-handed, loading, strength requirement: 11, Special: the heavy crossbow requires one Action to reload
Martial Melee Weapons
Name Cost Damage Weight Properties
Arming sword 10gp 1d8 slashing 2 lb. -
War spear 10gp 1d8 piercing 5 lb. Versatile (1d10)
Martial Ranged Weapons
Name Cost Damage Weight Properties
War sling 1sp 1d6 bludgeoning 1/4 lb. Ammunition (range 60'/240')
Crossbow, siege 75gp 2d6 piercing 15 lb. Ammunition (range 180'/720'), heavy, two-handed, loading, strength requirement: 11, Special: the siege crossbow requires three Actions to reload

Nineteenth Century Firearms

Industrial Revolution Firearms

Simple Ranged Weapons
Name Cost Value Damage Weight Properties
Breech-Loading Rifle 30gp 750gp 1d12 piercing 12 lb. Frontier Rifle Ammunition (close range disadvantage 75') (range 300'/600'), two-handed, loading, strength requirement: 11
Break-Action Shotgun 20gp 500gp 2d6 piercing 7 lb. Shotgun Ammunition (range 150'/300'), two-handed, loading, strength requirement: 11
Double-Barreled Shotgun 40gp 1000gp 2d6 piercing 9 lb. Shotgun Ammunition (range 150'/300'), two-handed, loading, strength requirement: 11, Special: you can fire up to two pieces of ammunition from this weapon when you use an action to fire it, if you can normally make two or more attacks.
Frontier Carbine 80gp 2000gp 1d6 piercing 8 lb. Frontier Pistol Ammunition (range 200'/400'), two-handed, Special: the frontier carbine can hold up to eight shots at a time. Reloading all eight shots takes one Action
Martial Ranged Weapons
Name Cost Value Damage Weight Properties
Frontier Revolver 100gp 2500gp 1d6 piercing 2 lb. Frontier Pistol Ammunition (range 40'/80'), versatile (range 80'/160'), light, Special: the frontier pistol can hold up to six shots at a time. Reloading all six shots takes one Action

Industrial Revolution Ammunition

Type Cost Value Weight Audible Distance (DC 5/DC 15)
Frontier Pistol Ammunition 2cp 15gp 1/20lb 400'/1200'
Frontier Rifle Ammunition 3cp 25gp 1/15lb 800'/2400'
Shotgun Ammunition 4cp 30gp 1/10lb 1000'/3000'

Industrial Revolution Accessories

  • Bayonet: 2lbs, A bayonet can be attached to any two-handed firearm. When not attached to a firearm, a bayonet can be used as if it were a dagger. When attached to a two-handed firearm, that firearm gains the ability to be used as a simple two-handed melee weapon that deals 1d8 Piercing damage. Attaching or detaching a bayonet takes an Action.

Other Weapons

Martial Melee Weapons
Name Cost Damage Weight Properties
Saber 25gp 1d8 slashing 2 lb. Finesse

World War I Firearms

Great War Firearms

Simple Ranged Weapons
Name Cost Value Damage Weight Properties
Pistol 20gp 2000gp 1d6 piercing 2 lb. Pistol Ammunition (range 40'/80'), versatile (range 80'/160'), light
Shotgun 15gp 1500gp 2d6 piercing 9 lb. Shotgun Ammunition (range 150'/300'), two-handed, strength requirement: 11
Rifle 30gp 3000gp 2d8 piercing 11 lb. Rifle Ammunition (close range disadvantage 75') (range 750'/1500'), two-handed, strength requirement: 11
Martial Ranged Weapons
Name Cost Value Damage Weight Properties
Machine Gun 200gp 20,000gp (burst 4d8 piercing) 25 lb. Rifle Ammunition (close range disadvantage 75') (burst range 750'/1500'), heavy, two-handed, strength requirement: 15
Heavy Machine Gun 400gp 40,000gp (burst 8d6 piercing) 85 lb. Anti-Materiel Ammunition (close range disadvantage 150') (burst range 1500'/3000'), heavy, two-handed, strength requirement: 19

Great War Ammunition

Type Cost Value Weight Audible Distance (DC 5/DC 15)
Pistol Ammunition 1/2cp 10gp 1/30lb 200'/600'
Shotgun Ammunition 2cp 30gp 1/10lb 1000'/3000'
Rifle Ammunition 2cp 35gp 1/20lb 1200'/3600'
Anti-Materiel Ammunition 5cp 100gp 1/4lb 1600'/4800'

Great War Accessories

  • Bayonet: 2lbs, A bayonet can be attached to any two-handed firearm. When not attached to a firearm, a bayonet can be used as if it were a dagger. When attached to a two-handed firearm, that firearm gains the ability to be used as a simple two-handed melee weapon that deals 1d8 Piercing damage. Attaching or detaching a bayonet takes an Action.

  • WWI Bipod: 15lbs, A WWI Bipod can only be attached to a Machine Gun. When attached, a WWI Bipod allows the firearm to be Mounted. Attaching or detaching a WWI Bipod takes one minute.

  • Gas Mask: 5lbs, When worn, this item grants you resistance to Acid and Poison damage, and Advantage on saving throws against catching a new disease, but gives you disadvantage on Wisdom(Perception) checks. This item does not end conditions that were already affecting you before you donned this item. Tear Gas Grenades have no effect on you. Donning a Gas Mask takes 30 seconds, but removing one only takes an Action.

  • Tripod: 45lbs, A Tripod can only be attached to a Heavy Machine Gun. When attached, a Tripod allows the firearm to be Mounted. Attaching or detaching a Tripod takes one minute.

  • Wide Choke: 0lbs, A Wide Choke can only be attached to a Shotgun. An attack using a firearm with a Wide Choke removes the ability score modifier to the damage roll but increases the damage dice of the firearm by 1d6. Attaching or detaching a Wide Choke takes 30 seconds. A Wide Choke attack with a Shotgun deals 3d6 Piercing damage instead of 2d6 + Ability Score Modifier Piercing Damage.

World War II Firearms

WWII Firearms

Simple Ranged Weapons
Name Cost Value Damage Weight Properties
Pistol 10gp 2000gp 1d6 piercing 2 lb. Pistol Ammunition (range 40'/80'), versatile (range 80'/160'), light
Shotgun 8gp 1500gp 2d6 piercing 9 lb. Shotgun Ammunition (range 150'/300'), two-handed, strength requirement: 11
Rifle 15gp 3000gp 2d8 piercing 11 lb. Rifle Ammunition (close range disadvantage 75') (range 750'/1500'), two-handed, strength requirement: 11
Martial Ranged Weapons
Name Cost Value Damage Weight Properties
Sub-Machine Gun 25gp 5000gp 1d6 piercing (burst 2d6 piercing) 7 lb. Pistol Ammunition (range 200'/400', burst range 100'/200'), two-handed
Early Automatic Carbine 30gp 6000gp 1d8 piercing (burst 2d8 piercing) 8 lb. Early Carbine Ammunition (range 200'/400', burst range 100'/200'), two-handed
Machine Gun 100gp 20,000gp (burst 4d8 piercing) 25 lb. Rifle Ammunition (close range disadvantage 75') (burst range 750'/1500'), heavy, two-handed, strength requirement: 15
Heavy Machine Gun 200gp 40,000gp (burst 8d6 piercing) 85 lb. Anti-Materiel Ammunition (close range disadvantage 150') (burst range 1500'/3000'), heavy, two-handed, strength requirement: 19

WWII Ammunition

Type Cost Value Weight Audible Distance (DC 5/DC 15)
Pistol Ammunition 1/4cp 10gp 1/30lb 200'/600'
Early Carbine Ammunition 1/2cp 20gp 1/25lb 600'/1800'
Shotgun Ammunition 1cp 30gp 1/10lb 1000'/3000'
Rifle Ammunition 1cp 35gp 1/20lb 1200'/3600'
Anti-Materiel Ammunition 2cp 100gp 1/4lb 1600'/4800'

WWII Accessories

  • Bayonet: 2lbs, A bayonet can be attached to any two-handed firearm. When not attached to a firearm, a bayonet can be used as if it were a dagger. When attached to a two-handed firearm, that firearm gains the ability to be used as a simple two-handed melee weapon that deals 1d8 Piercing damage. Attaching or detaching a bayonet takes an Action.

  • Bipod: 5lbs, A Bipod can only be attached to a Machine Gun. When attached, a Bipod allows the firearm to be Mounted. Attaching or detaching a Bipod takes an Action.

  • Gas Mask: 5lbs, When worn, this item grants you resistance to Acid and Poison damage, and Advantage on saving throws against catching a new disease, but gives you disadvantage on Wisdom(Perception) checks. This item does not end conditions that were already affecting you before you donned this item. Tear Gas Grenades have no effect on you. Donning a Gas Mask takes 30 seconds, but removing one only takes an Action.

  • Tripod: 45lbs, A Tripod can only be attached to a Heavy Machine Gun. When attached, a Tripod allows the firearm to be Mounted. Attaching or detaching a Tripod takes one minute.

  • Wide Choke: 0lbs, A Wide Choke can only be attached to a Shotgun. An attack using a firearm with a Wide Choke removes the ability score modifier to the damage roll but increases the damage dice of the firearm by 1d6. Attaching or detaching a Wide Choke takes 30 seconds. A Wide Choke attack with a Shotgun deals 3d6 Piercing damage instead of 2d6 + Ability Score Modifier Piercing Damage.

Modern Firearms

Modern Firearms

Simple Ranged Weapons
Name Cost Value Damage Weight Properties
Rimfire Pistol 6gp 1000gp 1d4 piercing 2 lb. Rimfire Ammunition (range 40'/80'), versatile (range 80'/160'), light
Rimfire Rifle 3gp 1000gp 1d4 piercing 6 lb. Rimfire Ammunition (range 200'/400'), two-handed
Pistol 5gp 2000gp 1d6 piercing 2 lb. Pistol Ammunition (range 40'/80'), versatile (range 80'/160'), light
Pistol Caliber Carbine 10gp 2500gp 1d6 piercing 7 lb. Pistol Ammunition (range 200'/400'), two-handed
Magnum Pistol 10gp 2500gp 1d8 piercing 3 lb. Magnum Ammunition (range 60'/120'), versatile (range 120'/240'), light
Lever-Action Rifle 15gp 3000gp 1d8 piercing 8 lb. Magnum Ammunition (range 250'/500'), two-handed
Carbine 10gp 3500gp 1d10 piercing 8 lb. Carbine Ammunition (range 500'/1000'), two-handed
Brush Rifle 20gp 4000gp 1d12 piercing 10 lb. Big-Bore Ammunition (range 300'/600'), two-handed, strength requirement: 11
Shotgun 5gp 1500gp 2d6 piercing 9 lb. Shotgun Ammunition (range 150'/300'), two-handed, strength requirement: 11
Rifle 15gp 3000gp 2d8 piercing 11 lb. Rifle Ammunition (close range disadvantage 75') (range 750'/1500'), two-handed, strength requirement: 11
Martial Ranged Weapons
Name Cost Value Damage Weight Properties
Auto-Pistol 20gp 4000gp (burst 2d6 piercing) 2 lb. Pistol Ammunition (range 20'/40'), versatile (range 40'/80'), light, strength requirement: 13
Sub-Machine Gun 25gp 5000gp 1d6 piercing (burst 2d6 piercing) 7 lb. Pistol Ammunition (range 200'/400', burst range 100'/200'), two-handed
Automatic Carbine 30gp 6000gp 1d10 piercing (burst 2d10 piercing) 8 lb. Carbine Ammunition (range 500'/1000', burst range 200'/400'), two-handed
Squad Automatic Weapon 75gp 15,000gp (burst 2d10 piercing) 20 lb. Carbine Ammunition (burst range 500'/1000'), heavy, two-handed, strength requirement: 13
Big-Bore Pistol 25gp 5000gp 1d12 piercing 4 lb. Big-Bore Ammunition (range 60'/120'), versatile (range 120'/240'), light, strength requirement: 13
Automatic Shotgun 40gp 8000gp (burst 4d6 piercing) 12 lb. Shotgun Ammunition (burst range 150'/300'), heavy, two-handed, strength requirement: 13
Precision Rifle 50gp 10,000gp 2d8 piercing 15 lb. Rifle Ammunition (close range disadvantage 150') (range 500' + 50' x intelligence score / 1000' + 100' x intelligence score), two-handed, strength requirement: 11
Service Rifle 50gp 10,000gp 2d8 piercing (burst 4d8 piercing) 11 lb. Rifle Ammunition (close range disadvantage 75') (range 750'/1500', burst range 250'/500'), two-handed, strength requirement: 11 (burst strength requirement: 15)
Machine Gun 100gp 20,000gp (burst 4d8 piercing) 25 lb. Rifle Ammunition (close range disadvantage 75') (burst range 750'/1500'), heavy, two-handed, strength requirement: 15
Anti-Materiel Rifle 150gp 30,000gp 4d6 piercing 30 lb. Anti-Materiel Ammunition (close range disadvantage 300') (range 1000' + 100' x intelligence score/2000' + 200' x intelligence score), heavy, two-handed, strength requirement: 15
Heavy Machine Gun 200gp 40,000gp (burst 8d6 piercing) 85 lb. Anti-Materiel Ammunition (close range disadvantage 150') (burst range 1500'/3000'), heavy, two-handed, strength requirement: 19

Modern Ammunition

Type Cost Value Weight Audible Distance (DC 5/DC 15)
Rimfire Ammunition 1/10cp 5gp 1/100lb 100'/300'
Pistol Ammunition 1/4cp 10gp 1/30lb 200'/600'
Magnum Ammunition 1/2cp 15gp 1/20lb 400'/1200'
Carbine Ammunition 1/2cp 20gp 1/30lb 600'/1800'
Big-Bore Ammunition 1cp 25gp 1/15lb 800'/2400'
Shotgun Ammunition 1cp 30gp 1/10lb 1000'/3000'
Rifle Ammunition 1cp 35gp 1/20lb 1200'/3600'
Anti-Materiel Ammunition 2cp 100gp 1/4lb 1600'/4800'

Modern Accessories

  • Bayonet: 2lbs, A bayonet can be attached to any two-handed firearm. When not attached to a firearm, a bayonet can be used as if it were a dagger. When attached to a two-handed firearm, that firearm gains the ability to be used as a simple two-handed melee weapon that deals 1d8 Piercing damage. Attaching or detaching a bayonet takes an Action.

  • Bipod: 5lbs, A Bipod can only be attached to a Precision Rifle, Squad Automatic Weapon, Machine Gun, or Anti-Materiel Rifle. When attached, a Bipod allows the firearm to be Mounted. Attaching or detaching a Bipod takes an Action.

  • Gas Mask: 5lbs, When worn, this item grants you resistance to Acid and Poison damage, and Advantage on saving throws against catching a new disease, but gives you disadvantage on Wisdom(Perception) checks. This item does not end conditions that were already affecting you before you donned this item. Tear Gas Grenades have no effect on you. Donning a Gas Mask takes 30 seconds, but removing one only takes an Action.

  • Night-Vision Goggles: 3lbs, When worn, this item grants you Darkvision out to a distance of 120' and Sunlight Sensitivity (as described on page 24 of the PHB, in the section on Drow): "You have disadvantage on attack rolls and on Wisdom(Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight". You automatically fail saving throws caused by Flashbang Grenades. Donning or removing Night-Vision Goggles takes an Action.

  • Suppressor: 2lbs, A suppressor must be designed for a specific ammunition type, and can only be attached to a firearm which uses that ammunition type. When attached to a firearm, shots fired from that firearm are half as loud (the range at which they can be heard is halved). Attaching or detaching a suppressor takes an Action.

  • Tripod: 45lbs, A Tripod can only be attached to a Heavy Machine Gun. When attached, a Tripod allows the firearm to be Mounted. Attaching or detaching a Tripod takes one minute.

  • Wide Choke: 0lbs, A Wide Choke can only be attached to a Shotgun, or Automatic Shotgun. An attack using a firearm with a Wide Choke removes the ability score modifier to the damage roll but increases the damage dice of the firearm by 1d6. Attaching or detaching a Wide Choke takes 30 seconds. A Wide Choke attack with a Shotgun deals 3d6 Piercing damage instead of 2d6 + Modifier Piercing Damage, and a Wide Choke attack with an Automatic Shotgun deals 5d6 Piercing damage instead of 4d6 + Modifier Piercing damage.

Less-than-Lethal options:

  • Stun-Wand: 2 lb. As an Action, you may use this item to make a melee attack against a creature within 5 feet of you, treating the Stun-Wand as an improvised weapon. On a hit, the target takes 1 piercing damage. If the target takes damage from this attack, the target takes an additional 1d4 Lightning damage, and must make a DC 18 Constitution Saving Throw, or be Stunned for thirty seconds. The target may repeat its saving throw at the end of each of its turns to end the effect early. This item can be used twice before it loses its properties.
  • Stun-Gun: 2lb. As an Action, you may use this item to make a ranged attack against a creature within 20 feet of you, treating the Stun-Gun as an improvised weapon. On a hit, the target takes 1 piercing damage. If the target takes damage from this attack, the target takes an additional 1d4 Lightning damage, and must make a DC 18 Constitution Saving Throw, or be Stunned for thirty seconds. The target may repeat its saving throw at the end of each of its turns to end the effect early. This item can be used twice before it loses its properties.

Modern Armor

Clothing
Name Cost Weight Properties
Kevlar Shirt 1000gp 5 lb. Resistance to non-magical piercing damage
NBC Suit 10,000gp 40 lb. Immunity to disease, aerial effects like tear gas grenades, and acid and poison damage. This item does not end conditions that were already affecting you before you donned this item. This item loses all beneficial properties the first time you take Slashing or Piercing damage, and can only regain those properties when the item is repaired. Disadvantage on stealth, athletics and perception checks.
Light Armor
Name Cost Weight Armor Class (AC) Properties
Bullet-Resistant Vest 2000gp 10 lb. 11 + Dex Modifier Resistance to non-magical piercing damage
Ballistic Composite Vest 3000gp 15 lb. 12 + Dex Modifier Resistance to non-magical piercing damage
Medium Armor
Name Cost Weight Armor Class (AC) Properties
Kevlar Body Armor 2500gp 20 lb. 13 + Dex Modifier (max 2) Resistance to non-magical piercing damage
Ceramic Tactical Armor 3500gp 30 lb. 14 + Dex Modifier (max 2) Resistance to non-magical piercing damage
Ballistic Composite Body Armor 4500gp 40 lb. 15 + Dex Modifier (max 2) Resistance to non-magical piercing damage
Heavy Armor
Name Cost Weight Armor Class (AC) Properties
Flak Jacket 4000gp 40 lb. 16 Resistance to non-magical piercing damage, stealth disadvantage, req. Str 13
Ceramic Plate Carrier 6000gp 50 lb. 17 Resistance to non-magical piercing damage, stealth disadvantage, req. Str 15
Composite Plate Suit 8000gp 60 lb. 18 Resistance to non-magical piercing damage, stealth disadvantage, req. Str 15
EOD Protective Garments 20,000gp 120 lb. 20 Resistance to non-magical bludgeoning, slashing, and piercing damage, resistance to fire, thunder and force damage, disadvantage on stealth, acrobatics, athletics, and perception checks, disadvantage on attack rolls, req. Str 17

Modern Grenades:

Name Cost Weight Range Radius Save DC Effects
Stick of Dynamite 100gp 1 lb. 10' x Strength Score 15' DC 14, Dexterity 1d8 Fire and 2d8 Thunder or save for 1/2
Fragmentation Grenade 500gp 1 lb. 10' x Strength Score 15' DC 16, Dexterity 2d8 Piercing and 2d8 Thunder or save for 1/2
Incendiary Grenade 1000gp 1 lb. 10' x Strength Score 10' DC 14, Dexterity 4d8 Fire and 1d8 Thunder or save for 1/2
Tear Gas Grenade 1000gp 1 lb. 10' x Strength Score 30' DC 12, Constitution 1d4 Acid damage and Blinded for 30 seconds
Flashbang Grenade 1000gp 1 lb. 10' x Strength Score 25' DC 10, Dexterity 1d4 Radiant damage, and Slowed, Blinded and Deafened for 30 seconds

Firearm Feats

New Feats

Agent

When you take the Attack action and attack only with a light firearm you are wielding with both hands, you can use a bonus action to make another attack with the same firearm. In addition, when you take the Attack action and use it to make only one non-burst attack with a firearm, that attack counts as magical for the purpose overcoming resistance to nonmagical attacks and damage.

Snap Shot

Attacking a target within 5' of you no longer causes you to have disadvantage on ranged weapon attacks. You may ignore close range disadvantage on all firearms.

Gunner

When you make a firearm attack against a target within 30', you may use your Strength modifier instead of your Dexterity modifier for your attack and damage rolls. In addition, you gain access to the Suppressing Fire ability.

Suppressing Fire: If you are wielding a firearm with a burst attack, you may spend an Action to suppress enemies in a small area. Expend 9 rounds of ammunition from your automatic firearm. Pick a 15' diameter area you can see within range of your firearm's burst attack. Until you move, you can no longer see that area, or the beginning of your next turn, creatures in that zone have Disadvantage on all attacks. Whenever a creature starts their turn in the zone or enters the zone for the first time, you must make a burst attack against that creature (maximum 1 attack per creature. This attack uses ammunition as usual.). When you use the Suppressing Fire ability, creatures in the chosen zone may drop prone as a reaction.

Marksman

Being prone no longer causes you to have disadvantage on ranged firearm attacks. When you are prone, and wielding a firearm, your firearm's range is doubled. In addition, when you are prone, and use a firearm to make a non-burst attack against a target more than 600' away, you may use your Intelligence modifier instead of your Dexterity modifier for your attack and damage rolls.

Class Proficiencies

Player characters who have been trained in the use of firearms gain additional proficiencies for free at 1st level. Player characters who have not been exposed to firearms before can quickly gain proficency in the firearms associated with their class(es), by spending a week of downtime training with firearms, expending 500 rounds of ammunition in the process.

Artificer

Artificers are proficient in all simple weapons, including firearms. In addition, they gain the following martial weapon proficiencies: auto-pistols, sub-machine guns, automatic carbines, big-bore pistols, precision rifles, and anti-materiel rifles.

Barbarian

Barbarians are proficient in all simple and martial weapons, including firearms.

Bard

Bards are proficient in all simple weapons, including firearms. In addition, they gain the following martial weapon proficiencies: auto-pistols, sub-machine guns, automatic carbines, and big-bore pistols.

Cleric

Clerics are proficient in all simple weapons, including firearms. They gain no additional martial weapon proficiencies.

Druid

Druids gain the following simple weapon proficiencies: rim-fire rifles, pistol caliber carbines, lever-action rifles, carbines, brush rifles, shotguns, and rifles.

Fighter

Fighters are proficient in all simple and martial weapons, including firearms.

Monk

Monks are proficient in all simple weapons, including firearms. In addition, they gain the following martial weapon proficiency: big-bore pistols.

Paladin

Paladins are proficient in all simple and martial weapons, including firearms.

Ranger

Rangers are proficient in all simple and martial weapons, including firearms.

Rogue

Rogues are proficient in all simple weapons, including firearms. In addition, they gain the following martial weapon proficiencies: auto-pistols, sub-machine guns, big-bore pistols, and precision rifles

Sorcerer

Sorcerers gain the following simple weapon proficiencies: rim-fire pistols, rim-fire rifles, pistols, pistol caliber carbines, carbines, and shotguns.

Warlock

Warlocks are proficient in all simple weapons, including firearms.

Wizard

Wizards gain the following simple weapon proficiencies: rim-fire pistols, rim-fire rifles, pistols, pistol caliber carbines, carbines, and shotguns.