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. Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Simple Weapons
- 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.
- Re: 5e with modern Firearms. Meh, just asked because of the listing of the modern weapons leaked in the DMG and because D20 Modern exists. And then the no magic setting would mean something like no Paladin, Ranger, Warlock, Wizard, Druid, Cleric, and Bard? And the subclasses, Eldritch Knight, Elemental Monk, Shadow Monk, and Arcane Trickster.
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Club | 1 Sp | 1D4 Bludgeoning | 2 Lbs | Light |
Dagger | 2 Gp | 1D4 Piercing | 1 Lbs | Finesse, Light, Thrown (20/60) |
Great-Club | 2 Sp | 1D8 Bludgeoning | 10 Lbs | Two-Handed |
Hand-Axe | 5 Gp | 1D6 Slashing | 2 Lbs | Light, Thrown (20/60) |
Javelin | 5 Sp | 1D6 Piercing | 2 Lbs | Thrown (30/120) |
Light Hammer | 2 Gp | 1D4 Bludgeoning | 2 Lbs | Light, Thrown (20/60) |
Mace | 5 Gp | 1D6 Bludgeoning | 4 Lbs | - |
Quarterstaff | 2 Sp | 1D6 Bludgeoning | 4 Lbs | Versatile (1D8) |
Sickle | 1 Gp | 1D4 Slashing | 2 Lbs | Light |
Spear | 1 Gp | 1D6 Piercing | 3 Lbs | Thrown (20/60), Versatile (1D8) |
Simple Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Crossbow, Light | 25 Gp | 1D8 Piercing | 5 Lbs | Ammunition, Range (80/320), Loading, Two-Handed |
Dart | 5 Cp | 1D4 Piercing | 1/4 Lbs | Finesse, Thrown (20/60) |
Shortbow | 25 Gp | 1D6 Piercing | 2 Lbs | Ammunition, Range (80/320), Two-Handed |
Sling | 1 Sp | 1D4 Piercing | - | Ammunition, Range (30/120) |
Martial Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Battleaxe | 10 Gp | 1D8 Slashing | 4 Lbs | Versatile (1D10) |
Flail | 10 Gp | 1D8 Bludgeoning | 2 Lbs | - |
Glaive | 20 Gp | 1D10 Slashing | 6 Lbs | Heavy, Reach, Two-Handed |
Greataxe | 30 Gp | 1D12 Slashing | 7 Lbs | Heavy, Two-Handed |
Great-sword | 50 Gp | 2D6 Slashing | 6 Lbs | Heavy, Two-Handed |
Halberd | 20 Gp | 1D10 Slashing | 6 Lbs | Heavy, Reach, Two-Handed |
Lance | 10 Gp | 1D12 Piercing | 6 Lbs | Reach, Special |
Long-sword | 15 Gp | 1D8 Slashing | 3 Lbs | Versatile (1D10) |
Maul | 10 Gp | 2D6 Bludgeoning | 10 Lbs | Heavy, Two-Handed |
Morning-star | 15 Gp | 1D8 Piercing | 4 Lbs | - |
Pike | 5 Gp | 1D10 Piercing | 18 Lbs | Heavy, Reach, Two-Handed |
Rapier | 25 Gp | 1D8 Piercing | 2 Lbs | Finesse |
Scimitar | 25 Gp | 1D6 Slashing | 3 Lbs | Finesse, Light |
Short-sword | 10 Gp | 1D6 Piercing | 2 Lbs | Finesse, Light |
Trident | 5 Gp | 1D6 Piercing | 4 Lbs | Thrown (20/60), Versatile (1D8) |
War pick | 5 Gp | 1D8 Piercing | 2 Lbs | - |
War-hammer | 15 Gp | 1D8 Bludgeoning | 2 Lbs | Versatile (1D10) |
Whip | 2 Gp | 1D4 Slashing | 3 Lbs | Finesse, Reach |
Martial Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Blowgun | 10 Gp | 1 Piercing | 1 Lbs | Ammunition, Range (25/100), Loading |
Crossbow, Hand | 75 Gp | 1D6 Piercing | 3 Lbs | Ammunition, Range (30/120), Light, Loading |
Crossbow, Heavy | 50 Gp | 1D10 Piercing | 18 Lbs | Ammunition, Range (100/400), Heavy, Loading, Two-Handed |
Longbow | 50 Gp | 1D8 Piercing | 2 Lbs | Ammunition, Range (150/600), Heavy, Two-Handed |
Net | 1 Gp | - | 3 Lbs | Special, Thrown (5/15) |
Ammunition
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. 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.
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.
Heavy
Small creatures have disadvantage on attack rolls with heavy weapons.
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.
5e Dmg Gun
Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after 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 maximum 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.
Reach
Weapon Damage 5e
This weapon adds 5 feet to your reach when you attack with it.
Special
A weapon with the special property has unusual rules governing its use.
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 to use.
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.
Silvered Weapons
Some monsters that have immunity or resistance to non-magical 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.
Special Weapons
Dnd 5e Dmg Firearms
Weapons with special rules are described here.
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 form less, 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.
From D&D Wiki
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. Common weapons are equal to or weaker than the automatic pistol
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Simple Melee Weapons[edit]
Simple Melee Weapons | Rarity | Damage | Weight | Properties |
---|---|---|---|---|
Drill | Common | 1d6 bludgoening | 10 lbs | Heavy, Special |
Hydraulic Drill | Common | 1d6 piercing | 9 lb. | Heavy, Reload(20 uses of the pressurized canister ) |
Lunge Mine | Very Rare | 4d6 bludgeoning + 4d6 fire | 3 lb. | Two-Handed, Heavy, Thrown (10/15), Special |
Punch Gun | Common | 1 bludgeoning + 2d8 piercing | 1 lb. | Glove, hidden, light, reload (2 shots), short burst (1) |
Simple Ranged Weapons[edit]
Simple Ranged Weapons | Rarity | Damage | Weight | Properties |
---|---|---|---|---|
Baseball | Common | 1d3 Bludgeoning | 1/2 lb. | Thrown (range 20/60), light, finesse, special |
Flare Gun | Common | Special | 2 lb. | Two-Handed. Ammunition (Range 60/120 ft.), Reload (1 shot), Special |
KS-23 | Rare | 3d10 piercing | 9 lb. | Ammunition (range 50/150), reload (4 shots), two-handed |
Molotov Cocktail | Common | 1d6 fire damage | 1 lb. | Light, thrown (30/120) |
Shotgun, Auto | Uncommon | 2d8 piercing | 11 lb. | Ammunition (range 30/90), reload (6 shots), short burst (2), two- handed |
Shotgun, Pump | Common | 2d8 piercing | 9 lb. | Ammunition (range 30/90), reload (5 shots), two-handed |
Taser | Common | 1d4 lightning damage | 1 lbs | Light, Range (20/40), Special |
Martial Melee Weapons[edit]
Martial Melee Weapons | Rarity | Damage | Weight | Properties |
---|---|---|---|---|
Buzzsaw | Uncommon | 2d8 slashing | 20 lb. | Heavy, Special |
Chainsaw | Uncommon | 2d8 slashing | 13 lb. | Heavy, two-handed |
Chainsaw Bayonet | Rare | 1d10 slashing | 1 lb. | Light, special |
Gunblade, Variant | Rare | 1d6 slashing | 6 lb | Finesse, special |
Monofilament Wire | rare | 2d6 slashing | 1 lb. | Two-Handed, Finesse, double weapon (2d6) |
Monster Chainsaw | Rare | 2d12 slashing | 45 lb. | Heavy, Stabilizing, two-handed, reach |
NRS-2 | Rare | 1d4 slashing/2d6 piercing | 3 lb. | Finesse, Light, Thrown (range 20/60), Special, Ammunition (range 30/120), Loading |
Martial Ranged Weapons[edit]
Martial Ranged Weapons | Rarity | Damage | Weight | Properties |
---|---|---|---|---|
.454 Casull | Rare | 3d6 piercing | 13 lb. | Ammunition (range 50/150), reload (6 shots), armor piercing (-3), heavy |
25mm 'Joshua' Hand Cannon | Legendary | 8d10 piercing | 35 lb. | Ammunition (range 80/240), reload (3 shots), armor piercing (-5), heavy, stabilizing |
2mm Kolibri Pistol | Common | 1 piercing | ½ lb. | Ammunition (range 20/60), hidden, light, reload (5 shots), special, undersized |
Anti-Materiel Rifle | Very Rare | 8d6 Piercing | 30 lb. | Ammunition (range 180/540), armor piercing (-3), heavy, reload (10 shots), special, two-handed, scope (range 540), stabilizing |
Arm Gyrojet | Uncommon | 2d4 bludgeoning | 1 lb. | Ammunition (range 60/180), glove, hidden, Light, short burst (2), reload (6 shots) |
Arm Shotgun | Rare | 2d6 piercing | 4 lb | Ammunition (range 30/90), burst fire, glove, reload (12 shots) |
Assault Rifle | Rare | 3d8 piercing | 10 lb. | Ammunition (range 200/600), burst fire, reload (30 shots), short burst (2), two-handed |
Battle Rifle | Rare | 2d10 piercing | 11 lb. | Ammunition (range 80/240), reload (20 shots), short burst (2), two-handed |
Bazooka | Legendary | 6d8 bludgeoning + 6d8 fire | 16 lb. | Ammunition (range 60/600), armor piercing (-5), heavy, loading, special, two-handed |
Bolt Action Pistol | Uncommon | 2d12 piercing | 4 lb. | Ammunition (range 80/240), loading |
Browning Hi-Power | Common | 2d6 piercing | 2 lbs. | Ammunition (range 50/150), reload (13 shots) |
Combat Pistol 'Jackal' | Very Rare | 4d8 piercing | 35 lb. | Ammunition (range 60/180), reload (6 shots), armor piercing (-3), heavy |
Combat Shotgun | Uncommon | 2d8 piercing | 9 lb. | Heavy,two-handed,Range self(20ft cone), Ammunition, reload (6 shots) |
Compound Bow | Uncommon | 1d10 piercing | 3 lb. | Ammunition (range 120/500), two-handed |
Flamethrower | Very Rare | 2d8 fire | 50 lb. | Ammunition (range 75/120), heavy, reload (10 shots), two-handed, special |
Grenade | ||||
Grenade Launcher, Multiple | Rare | Special | 12 lb. | Two-Handed. Ammunition (Range 200/600 ft.), Reload (6 shot), Special |
Grenade Launcher, Variant | Uncommon | Special | 7 lb. | Two-Handed. Ammunition (Range 200/600 ft.), Reload (1 shot), Special |
Grenade, Beehive | Uncommon | Special | 1/2 lb. | Thrown (60 ft.), Special |
Grenade, Concussion | Common | Special | 1/2 lb. | Thrown (60 ft.), Special |
Grenade, Flare | Common | Special | 1/2 lb. | Thrown (60 ft.), Special |
Grenade, Fragmentation | ||||
Grenade, Incendiary | Common | Special | 1/2 lb. | Thrown (60 ft.), Special |
Grenade, Launcher | ||||
Grenade, Smoke | ||||
Grenade, Stun | Common | Special | 1/2 lb. | Thrown (60 ft.), Special |
Grenade, Tear Gas | Uncommon | Special | 1/2 lb. | Thrown (60 ft.), Special |
Gunshield | Very Rare | 2d6 piercing | 11 lb. | Ammunition (range 30/90), burst fire, reload (30 shots), short burst (2), special, two-handed |
Harkonnen | Very Rare | 10d8 piercing | 120 lb. | Ammunition (range 180/540), armor piercing (-4), heavy, reload (5 shots), special, two-handed, scope (range 540), stabilizing |
Harkonnen II | Very Rare | 10d8 piercing | 300 lb. | Ammunition (range 40/120), armor piercing (-4), heavy, burst fire, reload (70 shots), special, two-handed, short burst (3), stabilizing |
Heavy Machine Gun | Rare | 4d6 piercing | 80 lb. | Ammunition (range 80/240), burst fire, reload (100 shots), two-handed, heavy, stabilizing |
Heavy Shotgun | Uncommon | 2d6 Piercing | 9.3 lb. | Heavy, two-handed, reload (5 shots), Range self(15ft cone) |
Light Anti-Tank Weapon | Legendary | 10d10 bludgeoning + 10d10 fire | 15 lb. | armor piercing (-5), heavy, loading, special (range 60/600), two-handed |
Light Machine Gun | Rare | 3d6 piercing | 30 lb. | Ammunition (range 80/240), burst fire, heavy, reload (100 shots), two-handed, short burst (2) |
Machine Pistol | Common | 2d6 piercing | 2 lb. | Ammunition (range 50/150), burst fire, reload (30 shots), short burst (2 shots) |
Magnum Revolver | Uncommon | 2d10 piercing | 3 lb. | Reload (6 Rounds), Range (60/180), Heavy |
Minigun | Rare | 4d10 piercing | 65 lb. | Ammunition (range 40/240), burst fire, heavy, reload (45 shots), two-handed, short burst (3), Stabilizing |
Panzerknacke | Legendary | 5d6 bludgeoning + 5d6 fire | 5 lb. | Ammunition (range 100/300), armor piercing (-3), glove, hidden, loading |
Pistol, Automatic | ||||
Pistol, Heavy Automatic | Uncommon | 2d8 piercing | 4 lb. | Ammunition (range 60/180), reload (9 shots) |
Pistol, Light Automatic | Common | 2d4 piercing | 1 lb. | Ammunition (range 40/120), hidden, light, reload (6 shots) |
Revolver | ||||
Rifle, Automatic | ||||
Rifle, Hunting | ||||
RPG | Legendary | 6d10 bludgeoning + 6d10 fire | 18 lb. | Ammunition (range 60/600), armor piercing (-5), heavy, loading, special, two-handed |
S&W 500 | Rare | 3d8 piercing | 5 lb. | Reload (5 Rounds), Range (60/180), Heavy |
Scrap Gun | Rare | 1d10 piercing | 80 lb. | Ammunition (range 80/240), heavy, loading, special |
Shotgun | ||||
Silenced .22 Pistol | Common | 2d4 piercing | 2 lb | Ammunition (range 30/90), hidden, reload (16), silenced |
Sniper Rifle, Variant | Rare | 2d10 piercing | 17 lb. | Ammunition (range 180/540), reload (5 shots), scope (range 540), two-handed |
Submachine Gun | Uncommon | 2d6 piercing | 5 lb. | Ammunition (range 65/195), burst fire, reload (30 shots), short burst (2 shots) |
Volcanic Pistol | Uncommon | 2d8 piercing | 2 lb | Ammunition (range 40/120), loading |
Winchester Model 1873 | Rare | 2d8 piercing | 9½ lb. | Ammunition (range 80/240), reload (8 shots), two-handed, burst fire (2) |
Wrist Gun | Uncommon | 2d6 Piercing | 3 lb. | Ammunition (range 30/90), light, Reload (6), Short Burst (2), Glove, Special |
Ammunition[edit]
Ammunition | Weight |
---|---|
.44 Cal. Minie Ball | |
Armor Piercing Bullets (10) | |
Armor Piercing Discarding Sabot Rounds (10) | |
Bullets, 9*18 mm (50) | 1 lb. |
Bullets, 9*19 mm (50) | 1 lb. |
Dragon's Breath | |
Explosive Bullets (10) | |
Hellsing Special Ammunition (10) | |
High Explosive Ammo | |
Hollow Point Bullets (10) | |
Incendiary Bullets (10) | |
Match Grade Bullets (10) | |
Rubber Bullets (10) | |
Semi-Armor Piercing Bullets (10) | |
Subsonic Bullets (10) | |
Tranquilizer Rounds (10) | |
Web Cartridge |
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