Weapons, Firearms & Explosives

by Purius

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Weapons, Firearms & Explosives










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 the 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.

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.

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.


Range
A weapon that can be used to make a ranged Attack has a range 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 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.


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.


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.


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.

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.

Weapons Table
Weapon Cost Damage Weight Properties
Simple Melee Weapons
     Club 1 sp 1d4 bludgeoning 2 lb. Light
     Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
     Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
     Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
     Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
     Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
     Mace 5 gp 1d6 bludgeoning 4 lb.
     Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
     Scythe 8gp 2d4 Slashing 12lbs Reach, two-handed
     Sickle 1 gp 1d4 slashing 2 lb. Light
     Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
     Boomerang 3gp 1d4 Bludgeoning 2lbs Light, thrown (range 20/60), special
     Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
     Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
     Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
     Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)


Silvered Weapons
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.

Special Weapons

Weapons with special rules are described here.

Boomerang. Any creature proficient with the javelin is also proficient with this weapon. On a miss, a boomerang returns to the thrower's hand.

Greatbow. This weapon can be used only by a creature that has a Strength score of 18 or higher. When making an attack with this weapon, you use your Strength modifier for the attack and damage rolls.

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.

Nunchaku. When you use your action to make an attack with this weapon you can use a bonus action to make another attack.

Shuriken. You can hold up to three of these weapons in each hand, but you must make a separate attack for each.

Tiger Claw. While you are wielding this weapon it cannot be disarmed against your will.

Tonfa. While wielding one of these weapons in both hands you gain a +1 bonus to your AC.

Weapons Table
Weapon Cost Damage Weight Properties
Martial Melee Weapons
     Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
     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, special
     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.
     Nunchaku 10gp 1d4 Bludgeoning 2lbs Finesse, special
     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
     Tiger Claw 3gp 1d6 Slashing 2lbs Finesse, light, special
     Tonfa 7gp 1d4 Bludgeoning 2lbs Finesse, light, special
     Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), 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
Martial Ranged Weapons
     Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
     Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
     Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
     Greatbow 67gp 2d6 Piercing 10lbs Ammunition (range 150/600), heavy, two-handed, special
     Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
     Net 1 gp 3 lb. Special, thrown (range 5/15)
     Shuriken 1sp 1d4 Slashing 1/4lbs Special, light, thrown (range 20/60)

Adamantine Weapons

Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.

Mithral Weapons

Mithral is a light, flexible metal. Weapons made of mithral weigh half as much as normal. If a weapon has the heavy property, the mithral version of the weapon doesn't impose disadvantage on attack rolls made by small creatures.

   

            1. Halberd; 2. Longbow; 3. Handaxe; 4. Shortsword; 5. Shortbow; 6. Longsword; 7. Maul; 8. Greataxe; 9. Warpick;              10. Greatsword; 11. Warhammer; 12. Flail; 13. Battleaxe; 14. Throwing Hammer; 15. Scimitar; 16. Glaive

  1. Quarterstaff; 2. Javelin; 3. Greatclub; 4. Dagger; 5. Hand Crossbow; 6. Morningstar; 7. Scythe; 8. Crossbow;                                9. Club; 10. Sling; 11. Mace; 12. Sickle; 13. Spear

Firearms

If you want to model the swashbuckling style of The Three Musketeers and similar tales, you can introduce gunpowder weapons 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.

Firearm Properties


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.


Misfire
Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.


Reload
The weapon can be fired a number of times equal to its Reload score before you must spend one attack, an action, or a bonus action to reload. You must have one free hand to reload a firearm.

Firearm Feats

Firearm Master

Thanks to extensive practice with firearms at long range, you gain the following benefits:

  • On your turn, when you score a critical hit with a ranged weapon or reduce a creature to 0 hit points with one, you can make one ranged weapon attack as a bonus action.
  • You no longer have disadvantage on your ranged weapon attacks as a result of being prone, and while you are prone you gain advantage on ranged attack rolls made using firearms you are wielding with two hands.
  • If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapons misfire score, the firearm does not misfire.

Firearm Expert

Thanks to extensive practice with firearms at close range, you gain the following benefits:

  • You ignore the loading and reload properties of firearms with which you are proficient that do not use energy cells for ammunition.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.

Explosives

A campaign might include explosives from the Renaissance or the modern world (the latter are priceless), as presented in the Explosives table.

Explosives
Item Cost Weight
Renaissance
Bomb 20 gp 1 lb.
Gunpowder, keg 250 gp 20 lb.
Gunpowder, powder horn 35 gp 2 lb.
Modern
Dynamite (stick) 15 gp 1 lb.
Grenade launcher 500 gp 7 lb.
Grenade, anti-magic 250 gp 1 lb.
Grenade, elemental 50 gp 1 lb.
Grenade, flash bang 50 gp 1 lb.
Grenade, fragmentation 50 gp 1 lb.
Grenade, gravity 100 gp 1 lb.
Grenade, smoke 15 gp 2 lb.

Bomb

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.

Gunpowder

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.

Firearm Table
Weapon                        Cost     Damage                  Weight      Properties
Renaissance
Martial Ranged
     Pistol, palm 150 gp     1d8 piercing 1 lb. Ammunition (range 40/80), light, loading, misfire 1
     Pistol 250 gp     1d10 piercing 3 lb. Ammunition (range 60/120), loading, misfire 1
     Pepperbox 450 gp     1d10 piercing 5 lb. Ammunition (range 80/160), reload 4, misfire 2
     Musket 500 gp     1d12 piercing 10 lb. Ammunition (range 120/480), loading, misfire 2, two-handed
     Blunderbuss 500 gp     2d8 piercing 10 lb. Ammunition (range 15/60), loading, misfire 2, two-handed
Ammunition
     Bullets (10) 2 gp 2 lb.
Modern
Martial Ranged
     Pistol,
     automatic
2,000 gp     2d6 piercing 3 lb. Ammunition (range 60/120), reload 15, misfire 3
     Revolver 2,200 gp     2d8 piercing 3 lb. Ammunition (range 80/160), reload 6, misfire 2
     Rifle,
     hunting
2,200 gp     2d10 piercing 8 lb. Ammunition (range 240/960), reload 5, misfire 2, two-handed
     Rifle,
     automatic
3,500 gp     2d8 piercing 8 lb. Ammunition (range 240/960), burst fire, reload 30, misfire 3, two-handed
     Shotgun 2,000 gp     2d8 piercing 7 lb. Ammunition (range 30/90), reload 2, misfire 2, two-handed
Ammunition
     Bullets (10) 10 gp 1 lb.
Futuristic
Martial Ranged
     Laser pistol 3,500 gp     3d6 radiant 2 lb. Ammunition (range 40/120), reload 50
     Antimatter
     rifle
5,500 gp     6d8 necrotic 10 lb. Ammunition (range 120/360), reload 2, two-handed
     Laser rifle 4,000 gp     3d8 radiant 7 lb. Ammunition (range 100/300), reload 30, two-handed
Ammunition
     Energy cell 100 gp 5 oz

Dynamite

As an action, a creature can light a s tick 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.

Grenades

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. The grenade detonates upon landing.

Anti-Magic Grenade

Tiny object


  • Armor Class: 10
  • Hit Points: 10
  • Damage Immunities: posion, psychic

When detonated, the grenade creates a field that displaces magical energy in a 15-foot-radius Sphere centered on the grenade.

The Sphere spreads around corners. Any spell of 5th level or lower within range is dispelled when the grenade detonates.

Elemental Grenade

Tiny object


  • Armor Class: 10
  • Hit Points: 10
  • Damage Immunities: posion, psychic

This grenade deals one of the following damage types: acid, cold, fire, lightning, or thunder. The damage type is selected when the grenade is crafted.

When detonated, the grenade erupts with explosive energy in a 15-foot-radius Sphere centered on the grenade. Each creature in the area must make a DC15 Dexterity saving throw. A creature takes 5d6 damage on a failed saving throw, or half as much damage on a successful one.

Flash Bang Grenade

Tiny object


  • Armor Class: 10
  • Hit Points: 10
  • Damage Immunities: posion, psychic

When detonated, the grenade erupts with blinding light and a loud boom in a 15-foot-radius Sphere centered on the grenade. The Sphere spreads around corners. Each creature in the area must make a DC15 Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and is blinded and deafened until the end of their next turn. On a success, the creature takes half damage and suffer no additional effects.

Fragmentation Grenade

Tiny object


  • Armor Class: 10
  • Hit Points: 10
  • Damage Immunities: posion, psychic

When detonated, the grenade erupts sending shrapnel in a 15-foot-radius Sphere centered on the grenade. The Sphere spreads around corners. Each creature in the area must make a DC15 Dexterity saving throw. A creature takes 5d6 piercing damage on a failed saving throw, or half as much damage on a successful one.

Gravity Grenade

Tiny object


  • Armor Class: 10
  • Hit Points: 10
  • Damage Immunities: posion, psychic

When detonated, the grenade creates a gravitational well within 15 feet of the grenade. Any creature within range when the grenade detonates must succeed a DC15 Strength saving throw or be pulled up to 15 feet toward the grenade and fall prone. Loose objects are automatically pulled to the grenade when it is detonated.

Smoke Grenade

Tiny object


  • Armor Class: 10
  • Hit Points: 10
  • Damage Immunities: posion, psychic

One round after detonating, the grenade emits a cloud of smoke that creates a heavily obscured area in a 15-foot radius of the grenade. 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.

Mines

Mines are usually static devices that are triggered when a creature or object makes contact with, or comes within close proximity to, the mine. When the mine is triggered it detonates a grenade within the mine's trigger mechanism

Warring factions often create and establish mine fields to protect contested borders from foreign invaders. Any grenade listed in the grenade table can be installed into the trigger mechanism of a mine to be detonated when certain trigger conditions are met.

To install a grenade into the trigger mechanism of a mine, you must use Tinker's Tools and make a DC 15 Intelligence or Dexterity (Tinker's Tools) check (your choice). On a success, you install the grenade successfully and the mine arms after 1 minute has passed. On a failure, the grenade immediately detonates.

Proximity Mine

Small object


  • Armor Class: 10
  • Hit Points: 10
  • Damage Immunities: posion, psychic

This mine is triggered when a creature moves within 10 feet of the mine. When triggered, the grenade installed into the trigger mechanism activates.

Pressure Mine

Small object


  • Armor Class: 10
  • Hit Points: 10
  • Damage Immunities: posion, psychic

This mine is triggered when a creature steps onto the mine. When triggered, the grenade installed into the trigger mechanism activates.

Time-Delay Mine

Small object


  • Armor Class: 10
  • Hit Points: 10
  • Damage Immunities: posion, psychic

This mine is triggered after a certain number of rounds, minutes, hours, or days have past as set when the grenade is installed into the trigger mechanism. When triggered, the grenade installed into the trigger mechanism activates.

Alien Technology

When adventurers find a piece of technology that isn't from their world or time period, the players might understand what the object is, but the characters rarely will. To simulate a character's ignorance about the technology, have the character make a series of Intelligence checks to figure it out.

To determine how the technology works, a character must succeed on a number of Intelligence checks based on the complexity of the item: two successes for a simple item (such as a cigarette lighter, calculator, or revolver) and four successes for a complex item (such a a computer, chainsaw, or hovercraft). Then consult the Figuring Out Alien Technology table. Consider making the item break if a character fails four or more times before taking a long rest.

A character who has seen an item used or has operated a similar item has advantage on Intelligence checks made to figure out its use.

Figuring Out Alien Technology
Int. Check Total Result
9 or lower
                               
One failure; one charge or use is wasted, if applicable; character has disadvantage on next check
10- 14 One failure
15- 19 One success
20 or higher One success; character has advantage on next check