Guns Dmg 5e

admin

Variant Firearms[edit]

Firearms as presented in the Dungeon Master's Guide are very similar to other weapons; however, many believe that they should be entirely different so that they carry the true weight of their potential. This variant attempts to bring risk and reward back into pre-modern firearms.

Guns Dmg 5e

Open Game Content; This is part of the Revised (v.3.5) System Reference Document. It is covered by the Open Game License v1.0a, rather than the Creative Commons Attribution Sharealike License.To distinguish it, these items will have this notice. The renaissance guns of the DMG do indeed have the loading weapon property, just like a crossbow. And just like a crossbow, in a skirmish-level fight (like 99% of all D&D combats), you're supposed to shoot once, then drop the gun and instead draw a melee weapon (or flip the gun and use it as a cudgel).

  • The Black Rose (5e Equipment) Three-Barreled Flintlock Pistol (4e Equipment) Type-25 Directed Energy Pistol (5e Equipment) Type-25 Plasma Rifle (5e Equipment) Type-33 Needler (5e Equipment) Type-33b Assault Cannon (5e Equipment) Type-50 Beam Sniper (5e Equipment) Type-51 Carbine (5e Equipment).
  • Dmg: These columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given, then the weapon is a double weapon.
  • Oct 24, 2014  Preview of the Fire Arms, Explosives, and Alien Technology page from the upcoming Dungeon Master’s Guide. Table of Contents If you haven’t heard, the D&D community is coming together this fall to participate in the Extra Life charity event, which raises money for kids at Children’s Miracle Network hospitals.

Firearms under this variant have a few mechanical differences compared to other weapons. The first is that they all have the loading property, except that it takes a number of rounds to reload them as detailed under their individual property, requiring a hand free during the time they are reloaded. A character with proficiency in the firearm knows how to reload and maintain their firearm, but does not automatically know how to fix it should it break from a misfire (see below), while a character without proficiency can generally figure out (or be told) how to shoot a loaded firearm, but does not have the requisite training to reload one, whether not knowing how much gunpowder is needed, or how much force is required to clean the barrel after each shot.

Mar 15, 2016  Leopard.DMG (InstallESD.DMG) is shared quite commonly on internet. Having Mac OS X Leopard.DMG, it is quite easy to convert Leopard.DMG to Leopard.ISO (available solutions in both Mac OS X and Windows). However, here below are 2 ways to download Mac OS X Leopard DVD Retail 10.5.ISO. Leopard 10.5 DVD Download. Os x 10.5 download dmg. Mac OS X 10.5 Leopard DMG License Download with ISO is most recent Release includes some discernible upgrades, enhancements, and new highlights which you′ll encounter in the wake of downloading this working framework. Mac os x 10.5 leopard install DVD – full iso image with Serial Key Mac OSX is the unique system that made his name. Aug 22, 2019  Mac OS X Leopard 10.5 ISO & DMG Download. If we are talking about the processor then we need an Intel processor or PowerPC of G5 or G4 (867 MHz and faster). The DVD drive, internal or external for installation of the operating system.

Second, each firearm automatically misfires on a natural 1 on attack, after which it requires a full minute to repair using Tinker's Tools (DC 10) before it can be used again. When a firearm misfires, you take damage as though you had been hit by the weapon and rolled minimum damage.

Third, whenever a firearm scores a hit and does damage, if the roll on the die is even, the character may choose to add another die of the same type to the damage dealt (which is not multiplied on a critical hit), though if a 1 is rolled for damage, the weapon misfires and deals no damage whatsoever. The character may continue adding dice of damage as long as they roll an even number, but each time they do, the misfire chance increases by one (two on the second die added, three on the third die added, and so on).

Lastly, proficiency with firearms is entirely under the purview of the DM based on how common they are in the particular setting. In a campaign where virtually everyone has a firearm, they might be simple weapons; in ones where they are rarer, they might be martial, and in campaigns where they are almost unheard of, they might require the Weapon Master feat to gain proficiency.

Firearm Types[edit]

Firearms
Name Cost Damage Weight Properties
Pistol 750 gp 1d10 3 lbs Firearm (range 20/80), loading (1d2+1 rounds)
Musket 1,000 gp 1d12 10 lbs Firearm (range 30/120), loading (1d3+1 rounds), two-handed


Back to Main Page → 5e → Variant Rules

Ghostwheel's Homebrew (348 Articles)
Ghostwheelv
Retrieved from 'https://dnd-wiki.org/w/index.php?title=Variant_Firearms_(5e_Variant_Rule)&oldid=319965'

Guns Dmg 5e Pdf

AuthorGhostwheel
Identifier5e Variant Rule
RatingUndiscussed
SummaryFirearms in the DMG are very similar to crossbows. This attempts to make them more different from other weapons.
TitleVariant Firearms
This article is about Weapon
For other uses of Weapon, see Weapon (disambiguation).
This material is published under the OGL
  • 1Weapons

Guns Dmg 5e Guide

Weapons[edit]

Masterwork Weapons
Weapon Categories
Simple, Martial, and Exotic Weapons
Melee and Ranged Weapons
Light, One-Handed, and Two-Handed Melee Weapons
Weapon Size
Improvised Weapons
Weapon Qualities
Cost
Damage
Critical
Range Increment
Weight
Type
Special

Weapons by Property[edit]

Simple, Martial,
and Exotic
Light, One-Handed,
and Two-Handed
Melee and Ranged Damage Type Special
Simple
Martial
Exotic
Light
One-Handed
Two-Handed
Melee
Ranged
  • Projectile (Ammunition)
Bludgeoning
Piercing
Slashing
Improvised
Monk
Nonlethal

Weapons by Grouping[edit]

Axe
Bow
Crossbow
Hammer
Maces
Polearm
Spear
Sword

Weapon Descriptions[edit]

Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below. Splash weapons are described under Special Substances and Items.

Table: Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Unarmed Attacks
Gauntlet 2 gp 1d2 1d3 ×2 1 lb. Bludgeoning
Unarmed strike 1d23 1d33 ×2 Bludgeoning
Light Melee Weapons
Dagger 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. Piercing or slashing
Dagger, punching 2 gp 1d3 1d4 ×3 1 lb. Piercing
Gauntlet, spiked 5 gp 1d3 1d4 ×2 1 lb. Piercing
Mace, light 5 gp 1d4 1d6 ×2 4 lb. Bludgeoning
Sickle 6 gp 1d4 1d6 ×2 2 lb. Slashing
One-Handed Melee Weapons
Club 1d4 1d6 ×2 10 ft. 3 lb. Bludgeoning
Mace, heavy 12 gp 1d6 1d8 ×2 8 lb. Bludgeoning
Morningstar 8 gp 1d6 1d8 ×2 6 lb. Bludgeoning and piercing
Shortspear 1 gp 1d4 1d6 ×2 20 ft. 3 lb. Piercing
Two-Handed Melee Weapons
Longspear4 5 gp 1d6 1d8 ×3 9 lb. Piercing
Quarterstaff5 1d4/1d4 1d6/1d6 ×2 4 lb. Bludgeoning
Spear 2 gp 1d6 1d8 ×3 20 ft. 6 lb. Piercing
Ranged Weapons
Crossbow, heavy 50 gp 1d8 1d10 19–20/×2 120 ft. 8 lb. Piercing
Bolts, crossbow (10) 1 gp 1 lb.
Crossbow, light 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lb. Piercing
Bolts, crossbow (10) 1 gp 1 lb.
Dart 5 sp 1d3 1d4 ×2 20 ft. 1/2 lb. Piercing
Javelin 1 gp 1d4 1d6 ×2 30 ft. 2 lb. Piercing
Sling 1d3 1d4 ×2 50 ft. 0 lb. Bludgeoning
Bullets, sling (10) 1 sp 5 lb.
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Axe, throwing 8 gp 1d4 1d6 ×2 10 ft. 2 lb. Slashing
Hammer, light 1 gp 1d3 1d4 ×2 20 ft. 2 lb. Bludgeoning
Handaxe 6 gp 1d4 1d6 ×3 3 lb. Slashing
Kukri 8 gp 1d3 1d4 18–20/×2 2 lb. Slashing
Pick, light 4 gp 1d3 1d4 ×4 3 lb. Piercing
Sap 1 gp 1d43 1d63 ×2 2 lb. Bludgeoning
Shield, light special 1d2 1d3 ×2 special Bludgeoning
Spiked armor special 1d4 1d6 ×2 special Piercing
Spiked shield, light special 1d3 1d4 ×2 special Piercing
Sword, short 10 gp 1d4 1d6 19–20/×2 2 lb. Piercing
One-Handed Melee Weapons
Battleaxe 10 gp 1d6 1d8 ×3 6 lb. Slashing
Flail 8 gp 1d6 1d8 ×2 5 lb. Bludgeoning
Longsword 15 gp 1d6 1d8 19–20/×2 4 lb. Slashing
Pick, heavy 8 gp 1d4 1d6 ×4 6 lb. Piercing
Rapier 20 gp 1d4 1d6 18–20/×2 2 lb. Piercing
Scimitar 15 gp 1d4 1d6 18–20/×2 4 lb. Slashing
Shield, heavy special 1d3 1d4 ×2 special Bludgeoning
Spiked shield, heavy special 1d4 1d6 ×2 special Piercing
Trident 15 gp 1d6 1d8 ×2 10 ft. 4 lb. Piercing
Warhammer 12 gp 1d6 1d8 ×3 5 lb. Bludgeoning
Two-Handed Melee Weapons
Falchion 75 gp 1d6 2d4 18–20/×2 8 lb. Slashing
Glaive4 8 gp 1d8 1d10 ×3 10 lb. Slashing
Greataxe 20 gp 1d10 1d12 ×3 12 lb. Slashing
Greatclub 5 gp 1d8 1d10 ×2 8 lb. Bludgeoning
Flail, heavy 15 gp 1d8 1d10 19–20/×2 10 lb. Bludgeoning
Greatsword 50 gp 1d10 2d6 19–20/×2 8 lb. Slashing
Guisarme4 9 gp 1d6 2d4 ×3 12 lb. Slashing
Halberd 10 gp 1d8 1d10 ×3 12 lb. Piercing or slashing
Lance4 10 gp 1d6 1d8 ×3 10 lb. Piercing
Ranseur4 10 gp 1d6 2d4 ×3 12 lb. Piercing
Scythe 18 gp 1d6 2d4 ×4 10 lb. Piercing or slashing
Ranged Weapons
Longbow 75 gp 1d6 1d8 ×3 100 ft. 3 lb. Piercing
Arrows (20) 1 gp 3 lb.
Longbow, composite 100 gp 1d6 1d8 ×3 110 ft. 3 lb. Piercing
Arrows (20) 1 gp 3 lb.
Shortbow 30 gp 1d4 1d6 ×3 60 ft. 2 lb. Piercing
Arrows (20) 1 gp 3 lb.
Shortbow, composite 75 gp 1d4 1d6 ×3 70 ft. 2 lb. Piercing
Arrows (20) 1 gp 3 lb.
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Kama 2 gp 1d4 1d6 ×2 2 lb. Slashing
Nunchaku 2 gp 1d4 1d6 ×2 2 lb. Bludgeoning
Sai 1 gp 1d3 1d4 ×2 10 ft. 1 lb. Bludgeoning
Siangham 3 gp 1d4 1d6 ×2 1 lb. Piercing
One-Handed Melee Weapons
Sword, bastard 35 gp 1d8 1d10 19–20/×2 6 lb. Slashing
Waraxe, dwarven 30 gp 1d8 1d10 ×3 8 lb. Slashing
Whip4 1 gp 1d23 1d33 ×2 2 lb. Slashing
Two-Handed Melee Weapons
Axe, orc double5 60 gp 1d6/1d6 1d8/1d8 ×3 15 lb. Slashing
Chain, spiked4 25 gp 1d6 2d4 ×2 10 lb. Piercing
Flail, dire5 90 gp 1d6/1d6 1d8/1d8 ×2 10 lb. Bludgeoning
Hammer, gnome hooked5 20 gp 1d6/1d4 1d8/1d6 ×3/×4 6 lb. Bludgeoning/piercing
Sword, two-bladed5 100 gp 1d6/1d6 1d8/1d8 19–20/×2 10 lb. Slashing
Urgrosh, dwarven5 50 gp 1d6/1d4 1d8/1d6 ×3 12 lb. Slashing/piercing
Ranged Weapons
Bolas 5 gp 1d33 1d43 ×2 10 ft. 2 lb. Bludgeoning
Crossbow, hand 100 gp 1d3 1d4 19–20/×2 30 ft. 2 lb. Piercing
Bolts (10) 1 gp 1 lb.
Crossbow, repeating heavy 400 gp 1d8 1d10 19–20/×2 120 ft. 12 lb. Piercing
Bolts (5) 1 gp 1 lb.
Crossbow, repeating light 250 gp 1d6 1d8 19–20/×2 80 ft. 6 lb. Piercing
Bolts (5) 1 gp 1 lb.
Net 20 gp 10 ft. 6 lb.
Shuriken (5) 1 gp 1 1d2 ×2 10 ft. 1/2 lb. Piercing
  1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2. When two types are given, the weapon is both types if the entry specifies “and,” either type (player’s choice at time of attack) if the entry specifies “or,” or each end of the double weapon is a different type if the entry specifies “/.”
  3. The weapon deals nonlethal damage rather than lethal damage.
  4. Reach weapon.
  5. Double weapon.

Back to Main Page → System Reference Document

Open Game Content
This is part of the Revised (v.3.5) System Reference Document. It is covered by the Open Game License v1.0a, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Retrieved from 'https://dnd-wiki.org/w/index.php?title=SRD:Weapons&oldid=259308'

Guns Dnd 5e

TitleWeapons