Firearms & Explosives
D&D Equipment & Supplies

Firearms & Explosives



Below are optional firearms and explosives, as described in the DMG (p 268). Note: Many of the modern/futuristic firearms do not have a price ... this is because the DMG does not give a price for these items (probably because modern/futuristic weapons are too powerful and can unbalance a campaign). It is up to the DM to determine the price, based on how prolific firearms are in their campaign.

Low Cost Multiplier:
High Cost Multiplier:
Item
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
DamageDmg
PropertiesProps.
Renaissance Firearms
Martial Ranged Weapons
Cost: 250 gp
Cheap: 200 gp
Expensive: 500 gp
Weight: 3 lb.
Damage: 1d10 P
Properties: Ammunition (firearms), range (30/90), loading
A small handheld firearm.
[1d10 P; Ammunition (firearms), range (30/90), loading]
Cost: 500 gp
Cheap: 400 gp
Expensive: 1,000 gp
Weight: 10 lb.
Damage: 1d12 P
Properties: Ammunition (firearms), range (40/120), loading, two-handed
A musket is a muzzle-loaded long gun.
[1d12 P; Ammunition (firearms), range (40/120), loading, two-handed]
Ammunition
Cost: 3 gp
Cheap: 2 gp
Expensive: 6 gp
Weight: 2 lb.
Damage:
Properties:
Metal projectiles for firearms.
Modern Firearms
Martial Ranged Weapons
Cost:
Cheap:
Expensive:
Weight: 3 lb.
Damage: 2d6 P
Properties: Ammunition (firearms), range (50/150), reload (15 shots)
A modern handheld firearm. An automatic pistol can fire repeatedly through an automatic reloading process while requiring for the trigger to be pressed for each following shot
[2d6 P; Ammunition (firearms), range (50/150), reload (15 shots)]
Cost:
Cheap:
Expensive:
Weight: 3 lb.
Damage: 2d8 P
Properties: Ammunition (firearms), range (40/120), reload (6 shots)
A revolver is a repeating handgun that has at least one barrel and uses a revolving cylinder containing multiple chambers for firing.
[2d8 P; Ammunition (firearms), range (40/120), reload (6 shots)]
Cost:
Cheap:
Expensive:
Weight: 8 lb.
Damage: 2d10 P
Properties: Ammunition (firearms), range (80/240), reload (5 shots), two-handed
Rifles are shoulder fired guns with rifled barrels, and provide the greatest accuracy and range of all hunting weapons.
[2d10 P; Ammunition (firearms), range (80/240), reload (5 shots), two-handed]
Cost:
Cheap:
Expensive:
Weight: 8 lb.
Damage: 2d8 P
Properties: Ammunition (firearms), range (80/240), reload (30 shots), two-handed
An automatic rifle is a type of autoloading rifle that is capable of fully automatic fire.
[2d8 P; Ammunition (firearms), range (80/240), reload (30 shots), two-handed]
Cost:
Cheap:
Expensive:
Weight: 7 lb.
Damage: 2d8 P
Properties: Ammunition (firearms), range (30/90), reload (2 shots), two-handed
A shotgun (also known as a scattergun, or historically as a fowling piece) is a long-barreled firearm designed to shoot a straight-walled cartridge known as a shotshell, which usually discharges numerous small pellet-like spherical sub-projectiles called shot, or sometimes a single solid projectile called a slug.
[2d8 P; Ammunition (firearms), range (30/90), reload (2 shots), two-handed]
Ammunition
Cost:
Cheap:
Expensive:
Weight: 1 lb.
Damage:
Properties:
Metal projectiles for a modern firearm.
Futuristic Firearms
Martial Ranged Weapons
Cost:
Cheap:
Expensive:
Weight: 2 lb.
Damage: 3d6 radiant
Properties: Ammunition (firearms), range (40/120), reload (50 shots)
A futuristic, handheld laser gun.
[3d6 radiant; Ammunition (firearms), range (40/120), reload (50 shots)]
Cost:
Cheap:
Expensive:
Weight: 10 lb.
Damage: 6d8 necrotic
Properties: Ammunition (firearms), range (120/360), reload (2 shots), two-handed
An antimatter rifle is an extremely powerful futuristic weapon powered by energy cells.
[6d8 necrotic; Ammunition (firearms), range (120/360), reload (2 shots), two-handed]
Cost:
Cheap:
Expensive:
Weight: 7 lb.
Damage: 3d8 radiant
Properties: Ammunition (firearms), range (100/300), reload (30 shots), two-handed
Laser rifles are high-tech weapons that emit a concentrated beam of coherent light, with sufficient wattage to do considerable damage.
[3d8 radiant; Ammunition (firearms), range (100/300), reload (30 shots), two-handed]
Ammunition
Cost:
Cheap:
Expensive:
Weight: 3/10 lb.
Damage:
Properties:
Battery cells to power futuristic weapons.
Renaissance Explosives
Cost: 150 gp
Cheap: 120 gp
Expensive: 300 gp
Weight: 1 lb.
Damage: 3d6 fire
Properties: Range (60 ft), creature within 5', DC 12 Dexterity save
A thrown projectile that explodes on impact. As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
[3d6 fire; Range (60 ft), creature within 5', DC 12 Dexterity save]
Cost: 250 gp
Cheap: 200 gp
Expensive: 500 gp
Weight: 20 lb.
Damage: 7d6 fire
Properties: Creatures within 10', DC 12 Dexterity save for half damage
Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.

Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. 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.
[7d6 fire; Creatures within 10', DC 12 Dexterity save for half damage]
Cost: 35 gp
Cheap: 28 gp
Expensive: 70 gp
Weight: 2 lb.
Damage: 3d6 fire
Properties: Creatures within 10', DC 12 Dexterity save for half damage
Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.

Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. 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.
[3d6 fire; Creatures within 10', DC 12 Dexterity save for half damage]
Modern Explosives
Cost:
Cheap:
Expensive:
Weight: 1 lb.
Damage: 3d6 B
Properties: Range (60 ft), creature within 5', DC 12 Dexterity save
As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).

Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
[3d6 B; Range (60 ft), creature within 5', DC 12 Dexterity save]
Cost:
Cheap:
Expensive:
Weight: 1 lb.
Damage: 5d6 P
Properties: Range (60 ft), creature within 20', DC 15 Dexterity save for half
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
[5d6 P; Range (60 ft), creature within 20', DC 15 Dexterity save for half]
Cost:
Cheap:
Expensive:
Weight: 2 lb.
Damage:
Properties: Range (60 ft), heavily obscured area in a 20-foot radius
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.

One round after a 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.
[Range (60 ft), heavily obscured area in a 20-foot radius]
Cost:
Cheap:
Expensive:
Weight: 7 lb.
Damage:
Properties: Ammunition (grenade), range (120), damage (varies, depending on grenade type), reload, two-handed
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.
[Ammunition (grenade), range (120), damage (varies, depending on grenade type), reload, two-handed]


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