5e Dmg Firearms

If you want to model the swashbuckling style of The Three Musketeers and similar tales, you can introduce gunpowder weapon to your campaign that are associated with the Renaissance. Similarly, in a campaign where a spaceship has crashed or elements of modern-day Earth are present, futuristic or modern firearms might appear. The Firearms table provides examples of firearms from all three of those periods. The modern and futuristic items are priceless.

  1. Firearms 5e Dmg 5e
  2. 5e Dmg Firearms Rules
  3. Weapon Damage 5e
  4. 5e Dmg Firearms

Firearms 5e Dmg 5e

That said, the DMG does give rules for weaponry for renaissance, modern, and futuristic settings. Unfortunately, said weapons are not balanced for the traditional high-fantasy settings most are used to. So, this page will categorize, instead, firearms (or firearm-adjacent creations) that could conceivably fit in your run-of-the-mill D&D campaign.

Proficiency

  1. I played a paladin in a campaign where the firearms from the DMG were allowed, the cost was prohibitive at first and then as we gained levels the gold piece cost became trival. The main drawback to the firearms that were available was the inability to use extra attack with them because of the reload property at least that was.
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It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.

Properties

Firearms use special ammunition, and some of them have the burst fire or reload property.

Ammunition. The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make.

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.

Dmg

5e Dmg Firearms Rules

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).

Table

Firearms

Renaissance ItemCostDamageWeightProperties
Martial Ranged Weapons
Pistol250 gp1d10 piercing3 lb.Ammunition (range 30/90), loading
Musket500 gp1d12 piercing10 lb.Ammunition (range 40/120), loading, two-handed
Ammunition
Bullets (10)3 gp-2 lb.-

Modern

Weapon Damage 5e

Modern ItemCostDamageWeightProperties
Martial Ranged Weapons
Pistol, automatic-2d6 piercing3 lb.Ammunition (range 50/150), reload (15 shots)
Revolver-2d8 piercing3 lb.Ammunition (range 40/120), reload (6 shots)
Rifle, hunting-2d10 piercing8 lb.Ammunition (range 80/240), reload (5 shots), two-handed
Rifle, automatic-2d8 piercing8 lb.Ammunition (range 80/240), burst fire, reload (30 shots), two-handed
Shotgun-2d8 piercing7 lb.Ammunition (range 30/90), reload (2 shots), two-handed
Ammunition
Bullets (10)--1 lb.-

Futuristic

5e Dmg Firearms

Futuristic ItemCostDamageWeightProperties
Martial Ranged Weapons
Laser Pistol-3d6 radiant2 lb.Ammunition (range 40/120), reload (50 shots)
Antimatter rifle-6d8 necrotic10 lb.Ammunition (range 120/360), reload (2 shots), two-handed
Laser rifle-3d8 radiant7 lb.Ammunition (range 100/300), reload (30 shots), two-handed
Ammunition
Energy cell--5 oz.-

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