Item Cost Damage Wt. Properties: Simple Ranged Weapons

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Item Cost Damage Wt.

Properties
Simple Ranged Weapons
Akimbo (-1), ammunition (range 50/200), reload
Pistol, lady’s 25 gp 1d10 piercing 2 lb.
(6 handgun), misfire, special*, upgrade
Akimbo (-1), ammunition (range 100/400), reload
Pistol, standard 25 gp 1d10 piercing 3 lb.
(12 handgun), misfire, upgrade
Akimbo (-1), ammunition (range 50/200), reload
Revolver, lady’s 25 gp 1d10 piercing 2 lb.
(4 handgun), special*, upgrade
Akimbo (-1), ammunition (range 100/400), reload
Revolver, standard 25 gp 1d10 piercing 3 lb.
(5 handgun), upgrade
Ammunition (range 200/600), reload (1 rifle),
Rifle, hunting 40 gp 1d12 piercing 6 lb.
loading, two-handed, upgrade
Ammunition (range 30/90), reload (1 shell),
Shotgun, single 40 gp 2d6 piercing 6 lb.
loading, scatter, two-handed
Martial Ranged Weapons
Akimbo (-2), ammunition (range 100/450), reload
  Pistol, large 50 gp 2d8 piercing 4 lb.
(15 handgun), misfire
Akimbo (-2), ammunition (range 100/450), reload
  Revolver, large 50 gp 2d8 piercing 4 lb.
(6 handgun)
Ammunition (range 150/500), reload (12 rifle),
  Rifle, semi-auto 75 gp 1d12 piercing 8 lb.
misfire, two-handed
2d6 piercing Ammunition (range 30/90), reload (2 shells),
Shotgun, double 75 gp 8 lb.
(per barrel) misfire, scatter, special**, two-handed
Ammunition (range 150/500), burst fire, reload
  Rifle, automatic 150 gp 1d12 piercing 10 lb.
(30 rifle), misfire, restricted, two-handed
Ammunition (range 300/1200), reload (1 rifle),
Rifle, sniper 150 gp 1d20 piercing 18 lb.
heavy, loading, restricted, two-handed
1d4 Ammunition (range 50/100), reload (1 grenade),
Grenade Launcher 200 gp 22 lb.
bludgeoning heavy, loading, restricted, two-handed
Ammunition & Explosives
Handgun rounds (20) 1 gp - 1 lb. -

Rifle rounds (20) 1 gp - 2 lb. -

Shotgun shells (20) 2 gp - 2 lb. -

Grenade, fragmentation 100 gp 5d6 piercing 1 lb. Ammunition (range 30/40), explosive, restricted

Grenade, smoke 25 gp - 1 lb. Ammunition (range 30/40), restricted, special†

Dynamite 100 gp 7d6 fire 5 lb. Ammunition (range 12/20), explosive

Gunpowder, keg 250 gp 10d4 fire 20 lb. Explosive, special‡

Gunpowder, horn 25 gp 1d6 fire 1 lb. Explosive, special‡


* Lady’s weapons can be easily concealed in a purse, pocket, etc.

** Double-barrel shotguns can fire either one or two shells at a time in a single Attack action, as
specified by the player. If only one shell is fired, the second can be fired as a bonus action. You don't
add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

† Smoke grenade: One round after the smoke grenade lands, it emits a cloud of smoke that creates a
heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the
smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

‡ Gunpowder: Setting fire to a keg or horn causes it to explode. Setting fire to an ounce of gunpowder
causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30
feet. Every pound of gunpowder removed from a keg reduces the keg’s explosion damage by 1d4. If
half or more of a vessel’s gunpowder is removed, it will not explode when lit.

Akimbo. Weapons with the akimbo property can be fired one-handed or two-handed. When fired one-
handed, they incur a penalty to ranged attack rolls, specified in parentheses. When you take the Attack
action and attack with an akimbo weapon that you're holding in one hand, you can use a bonus action
to attack with a different akimbo weapon that you're holding in the other hand. You don't add your
ability modifier to the damage of the bonus attack, unless that modifier is negative.

Ammunition. The ammunition of a firearm is destroyed upon use.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can
spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a
DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of
ammunition.

Explosive. Upon detonation, each creature in the 10-foot-cube area of the explosive must make a DC
15 Dexterity saving throw. A creature takes the weapon's damage on a failed save, or half as much
damage on a success.

Misfire. When you make a ranged attack roll of 1 with a firearm with the misfire property, the attack
misses and the weapon cannot be used again until you spend an action or bonus action to clear the jam.
The ammunition is still consumed. In adverse conditions (rain, lack of proficiency) the weapon misfires
on a roll of 2.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character
must then reload it using an action or a bonus action (the character’s choice).

Restricted. These weapons are not available for purchase on the white market and are illegal to own
without a military license.

Scatter. A weapon that has the scatter property sprays pellets in a 10-foot-cube area within its range.
Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal
damage.

Upgrade. A weapon that has the upgrade property can be upgraded to a Martial Ranged Weapon by a
gunsmith for an additional 1d6 piercing damage. This service typically costs about twice as much as
the gun itself.

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