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25 rows Back to Main Page → 5e Homebrew → Equipment → Weapons → Anachronistic Weapons. DnD 5e Player Handbook. It removes the light quality from the pistol, makes the medium weapons heavy, and gives the musket and rifle a strength requirement of 13+. It also doubles the price. The carbine can be used as a club in melee, the other guns are considered improvised weapons. It is in the DMG, pg. 268, basically the pistol is a one-handed light crossbow with a single step up on the damage dice, a musket is a heavy crossbow with a single step up on the damage dice and without the heavy trait. Touch AC is also not a thing in 5e, you just have one AC. Pathfinder guns are pretty fun but mostly because they break the. May 09, 2017 In this episode, I take a shot at describing a few ways to incorporate guns into D&D games. Ammo, Encumbrance & Limitations in 5e Dungeons & Dragons - Web DM - Duration: 29:17. 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 to fire the different guns once.
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Back to Main Page → 5e Homebrew → Equipment → Weapons → Anachronistic Weapons → Modern Weapons
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.
Simple Melee Weapons[edit]
Simple Melee Weapons | Damage | Weight | Properties |
---|---|---|---|
Drill | 1d6 piercing | 10 lbs | Heavy |
Hydraulic Drill | 1d6 piercing | 9 lb. | Heavy, Reload(20 uses of the Pressurized Canister (5e Equipment) ) |
Punch Gun | 1 bludgeoning plus 2d8 piercing | 1 lb. | Glove, hidden, light, reload (2 shots), short burst (1) |
Simple Ranged Weapons[edit]
Simple Ranged Weapons | Damage | Weight | Properties |
---|---|---|---|
Molotov Cocktail | 1d6 fire damage | 1 lb. | Light, thrown (30/120) |
Shotgun, Auto | 2d8 piercing | 11 lb. | Ammunition (range 30/90), reload (6 shots), short burst (2), two- handed |
Shotgun, Pump | 2d8 piercing | 9 lb. | Ammunition (range 30/90), reload (5 shots), two- handed |
Taser | 1d4 lightning damage | 1 lbs | Light, Range (20/40), Special |
Martial Melee Weapons[edit]
Martial Melee Weapons | Damage | Weight | Properties |
---|---|---|---|
Chainsaw | 2d8 slashing | 13 lb. | Heavy, two-handed |
Chainsaw Bayonet | 1d10 slashing | 1 lb. | Light, special |
Drill, Variant | 1d6 bludgeoning | 10 lb. | Heavy, special |
Gunblade, Variant | 1d6 slashing | 6 lb | Finesse, special |
Martial Ranged Weapons[edit]
Martial Ranged Weapons | Damage | Weight | Properties |
---|---|---|---|
2mm Kolibri Pistol | 1 piercing | ½ lb. | Ammunition (range 20/60), hidden, light, reload (5 shots), special, undersized |
Anti-Materiel Rifle | 8d6 Piercing | 30 lb. | Ammunition (range 1,350/5,400), armor piercing (-3), heavy, reload (10 shots), special, two-handed |
Arm Gyrojet | 4d6 bludgeoning | 1 lb. | Ammunition (range 150/450), glove, hidden, Light, short burst (2), reload (6 shots) |
Arm Shotgun | 2d6 piercing | 4 lb | Ammunition (range 30/90), burst fire, glove, reload (12 shots) |
Assault Rifle | 3d8 piercing | 10 lb. | Ammunition (range 200/600), burst fire, reload (30 shots), short burst (2), two-handed |
Battle Rifle | 3d10 piercing | 11 lb. | Ammunition (range 300/900), reload (20 shots), short burst (2), two-handed |
Bazooka | 6d8 bludgeoning + 6d8 fire | 16 lb. | Ammunition (range 60/600), armor piercing (-5), heavy, loading, special, two-handed |
Bolt Action Pistol | 2d12 piercing | 4 lb. | Ammunition (range 80/240), loading |
Browning Hi-Power | 2d6 piercing | 2 lbs. | Ammunition (range 50/150), reload (13 shots) |
Flamethrower | 2d8 fire | 50 lb. | Ammunition (range 75/120), heavy, reload (10 shots), two-handed, special |
Gunshield | 3d6 piercing | 11 lb. | Ammunition (range 100/300), burst fire, reload (30 shots), short burst (2), special, two-handed |
Heavy Machine Gun | 5d8 piercing | 80 lb. | Ammunition (range 400/1,200), burst fire, reload (100 shots), two-handed, special |
Light Machine Gun | 5d6 piercing | 30 lb. | Ammunition (range 400/1,200), burst fire, heavy, reload (100 shots), two-handed |
Machine Pistol | 2d6 piercing | 2 lb. | Ammunition (range 50/150), burst fire, reload (30 shots), short burst (2 shots) |
Minigun | 5d10 piercing | 65 lb. | Ammunition (range 500/1,500), burst fire, heavy, reload (450 shots), two-handed |
Percussion Revolver | 2d10 piercing | 3 lb. | Light, Ammunition (.44 Cal. Minie Ball), Range (75/150), Reload (6) |
Pistol, Heavy Automatic | 2d8 piercing | 4 lb. | Ammunition (range 60/180), reload (9 shots) |
Pistol, Light Automatic | 2d4 piercing | 1 lb. | Ammunition (range 40/120), hidden, light, reload (6 shots) |
RPG | 6d10 bludgeoning + 6d10 fire | 18 lb. | Ammunition (range 500/1,500), armor piercing (-5), heavy, loading, special, two-handed |
Scrap Gun | 3d10 piercing | 80 lb. | Ammunition (range 100/200), Heavy, reload 1, special |
Silenced .22 Pistol | 2d4 piercing | 2 lb | Ammunition (range 30/90), hidden, reload (16), silenced |
Sniper Rifle, Variant | 3d12 piercing | 17 lb. | Ammunition (range 600/1,800), reload (5 shots), scope (range 6,000), two-handed |
Submachine Gun | 3d6 piercing | 5 lb. | Ammunition (range 150/450), burst fire, reload (30 shots), short burst (2 shots) |
The Glock | 1d4 piercing | 3 lb. | Light, Ammunition (Range 20/120) Reload (6 shots) |
Ammunition[edit]
Ammunition | Weight |
---|---|
.44 Cal. Minie Ball | |
Armor Piercing Bullets (10) | |
Bullets, 9*18 mm (50) | 1 lb. |
Bullets, 9*19 mm (50) | 1 lb. |
Explosive Bullets (10) | |
Incendiary Bullets (10) | |
Rubber Bullets (10) | |
Semi-Armor Piercing Bullets (10) | |
Subsonic Bullets (10) | |
Tranquilizer Rounds (10) |
Back to Main Page → 5e Homebrew → Equipment → Weapons → Anachronistic Weapons → Modern Weapoons
Contents
Weapon Proficiency Range Weapon Properties Special Weapons Improvised Weapons Silvered Weapons
Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
The Weapons table shows the most common weapons used in fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
(Simple) Melee Weapons | Cost | Damage | Range | Weight | Properties |
---|---|---|---|---|---|
Club | 1 sp | 1d4 bludgeoning | — | 2 lb. | light |
Dagger | 2 gp | 1d4 piercing | 20/60 | 1 lb. | finesse, light, thrown |
Greatclub | 2 sp | 1d8 bludgeoning | — | 10 lb. | two-handed |
Handaxe | 5 gp | 1d6 slashing | 20/60 | 2 lb. | light, thrown |
Javelin | 5 sp | 1d6 piercing | 30/120 | 2 lb. | thrown |
Light hammer | 2 gp | 1d4 bludgeoning | 20/60 | 2 lb. | light, thrown |
Mace | 5 gp | 1d6 bludgeoning | — | 4 lb. | — |
Quarterstaff | 2 sp | 1d6 bludgeoning | — | 4 lb. | versatile (1d8) |
Sickle | 1 gp | 1d4 slashing | — | 2 lb. | light |
Spear | 1 gp | 1d6 piercing | 20/60 | 3 lb. | thrown, versatile (1d8) |
(Simple) Ranged Weapons | Cost | Damage | Range | Weight | Properties |
---|---|---|---|---|---|
Crossbow, light | 25 gp | 1d8 piercing | 80/320 | 5 lb. | ammunition, loading, two-handed |
Dart | 5 cp | 1d4 piercing | 20/60 | 1/4 lb. | finesse, thrown |
Shortbow | 25 gp | 1d6 piercing | 80/320 | 2 lb. | ammunition, two-handed |
Sling | 1 sp | 1d4 bludgeoning | 30/120 | — | ammunition |
Martial Weapons
(Martial) Melee Weapons | Cost | Damage | Range | Weight | Properties |
---|---|---|---|---|---|
Battleaxe | 10 gp | 1d8 slashing | — | 4 lb. | versatile (1d10) |
Dwarven Urgrosh (3pp) | 22 gp | 1d8 piercing or 1d10 slashing | 20/60 | 4 lb. | special, two-handed |
Elven Crescent Blade (3pp) | 80 gp | 2d6 slashing | — | 6 lb. | heavy, special, two-handed |
Flail | 10 gp | 1d8 bludgeoning | — | 2 lb. | — |
Glaive | 20 gp | 1d10 slashing | — | 6 lb. | heavy, reach, two-handed |
Greataxe | 30 gp | 1d12 slashing | — | 7 lb. | heavy, two-handed |
Greatsword | 50 gp | 2d6 slashing | — | 6 lb. | heavy, two-handed |
Halberd | 20 gp | 1d10 slashing | — | 6 lb. | heavy, reach, two-handed |
Lance | 10 gp | 1d12 piercing | — | 6 lb. | reach, special1 |
Longsword | 15 gp | 1d8 slashing | — | 3 lb. | versatile (1d10) |
Maul | 10 gp | 2d6 bludgeoning | — | 10 lb. | heavy, two-handed |
Morningstar | 15 gp | 1d8 piercing | — | 4 lb. | — |
Pike | 5 gp | 1d10 piercing | — | 18 lb. | heavy, reach, two-handed |
Rapier | 25 gp | 1d8 piercing | — | 2 lb. | finesse |
Scimitar | 25 gp | 1d6 slashing | — | 3 lb. | finesse, light |
Shortsword | 10 gp | 1d6 piercing | — | 2 lb. | finesse, light |
Spiked Chain (3pp) | 50 gp | 1d8 piercing | — | 10 lb. | finesse, heavy, reach, special, two-handed |
Trident | 5 gp | 1d6 piercing | 20/60 | 4 lb. | thrown, versatile (1d8) |
War pick | 5 gp | 1d8 piercing | — | 2 lb. | — |
Warhammer | 15 gp | 1d8 bludgeoning | — | 2 lb. | versatile (1d10) |
Whip | 2 gp | 1d4 slashing | — | 3 lb. | finesse, reach |
War Scythe (3pp) | 25 gp | 1d10 slashing | — | 4 lb. | special, two-handed |
(Martial) Ranged Weapons | Cost | Damage | Range | Weight | Properties |
---|---|---|---|---|---|
Blowgun | 10 gp | 1 piercing | 25/100 | 1 lb. | ammunition, loading |
Crossbow, hand | 75 gp | 1d6 piercing | 30/120 | 3 lb. | ammunition, light, loading |
Crossbow, heavy | 50 gp | 1d10 piercing | 100/400 | 18 lb. | ammunition, heavy, loading, two-handed |
Great Bow (3pp) | 100 gp | 1d8 piercing | 150/600 | 2 lb. | ammunition, heavy, two-handed, special |
Longbow | 50 gp | 1d8 piercing | 150/600 | 2 lb. | ammunition, heavy, two-handed |
Net | 1 gp | — | 5/15 | 3 lb. | thrown, special2 |
Weapon Proficiency
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Range
A weapon that can be used to make a ranged attack has a range as well as 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.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
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 quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. 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” later in the section). A sling must be loaded to deal any damage when used in this way.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Special: A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed: This weapon requires two hands when you attack with it.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Special Weapons
Weapons with special rules are described here.
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Dwarven Urgrosh: (Player’s Advantage – Barbarian) One head of this weapon ends in a spear and the other end is an axe. Originally used exclusively for mining, these weapons were adapted to combat creatures in the Underdark. If you have the Dual Wielder feat, the Exotic Weapon Master feat, or the Two-Weapon Fighting style, you can wield a dwarven urgrosh as a one-handed spear and a one-handed battleaxe. It gains the light property when wielded in this way.
Elven Crescent Blade: (Player’s Advantage – Barbarian) This long, almost moon-shaped blade allows a proper wielder unsurpassed flexibility in battle.
If you have the Exotic Weapon Master feat, the elven crescent blade gains the finesse property.
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Great Bow: (Player’s Advantage – Barbarian) This 6-foot tall bow is made of elm rather than yew or ash, making it astonishingly stiff, large and strong, and equally capable of use for long and short shooting. You can use a bonus action to steady yourself. While you are steadied, your attacks with the great bow deal 2d6 piercing damage. You are no longer steadied if you move.
Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Spiked Chain: (Player’s Advantage – Barbarian) A length of spiked chain is between 6 and 8-feet long with wicked barbs welded onto one end. If you have the Dual-Wielder feat, the Exotic Weapon Master feat, or the Two-Weapon Fighting style, you can wield a spiked chain as two one-handed, light weapons that each deal 1d6 piercing damage. The spiked chain loses the reach property when wielded in this way.
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War Scythe: (Player’s Advantage – Barbarian) Fashioned to resemble the threshing implement but modified for battle, the war scythe can be a deadly weapon in the right hands. You can’t wield a war scythe in one hand.
If you have the Exotic Weapon Master feat, you can wield the war scythe as a war pick. It gains the versatile (d10) property when wielded in this way. When you take the Attack action, you can attempt the Trip Attack combat manuever (DC 8 + your proficiency bonus + your Strength modifier) against a creature as one of your attacks.
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.
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Often, 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.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
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Silvered Weapons
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Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.