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.