I'm sure someone has already made up some guns for 5e, but I was bored at work and thought I'd see what I could come up with. Here it is:
Weapons
Pistol Cost: 800 gp Dmg: 1d8 piercing & bludgeoning Weight: 4 lbs Properties: Ammunition (range 20/80), loading, special
Musket Cost: 1300 gp Dmg: 1d12 piercing & bludgeoning Weight: 10 lbs Properties: Ammunition (range 40/160), loading, special, two-handed
Special: Guns have advantage on attack rolls when the target is within half the normal range.
Bayonet Cost: 5 gp Dmg: 1d6 piercing Weight: 1 lb Properties: special
Special: It is a Use an Object action to attach a bayonet to or remove from a musket. Because bayonets are designed to be used while attached to a musket, it counts as an improvised weapon that does 1d4 piercing damage if used by itself.
Feat: Gunslinger
Thanks to extensive practice with guns, you gain the following benefits:
- Increase your Dexterity by 1 to a maximum of 20.
- Being within 5 ft of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action & attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding.
What do you think?
Thanks!
Weapons
Pistol Cost: 800 gp Dmg: 1d8 piercing & bludgeoning Weight: 4 lbs Properties: Ammunition (range 20/80), loading, special
Musket Cost: 1300 gp Dmg: 1d12 piercing & bludgeoning Weight: 10 lbs Properties: Ammunition (range 40/160), loading, special, two-handed
Special: Guns have advantage on attack rolls when the target is within half the normal range.
Bayonet Cost: 5 gp Dmg: 1d6 piercing Weight: 1 lb Properties: special
Special: It is a Use an Object action to attach a bayonet to or remove from a musket. Because bayonets are designed to be used while attached to a musket, it counts as an improvised weapon that does 1d4 piercing damage if used by itself.
Feat: Gunslinger
Thanks to extensive practice with guns, you gain the following benefits:
- Increase your Dexterity by 1 to a maximum of 20.
- Being within 5 ft of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action & attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding.
What do you think?
Thanks!
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Dmg Guns 5e 2
- New Weapon Qualities
- Slow Loading: Can only be fire once every three rounds. A character with bonus attack can fire every other round.
- Point-Blank: Does not suffer disadvantage at ranges of 5 foot or less
- Single-shot: Requires 10 rounds to reload in combat
- Explosive: Every damage die rolled at maximum is rerolled and added to the total
- Wheellock Pistol: 50gp, 2d8 dmg, 3lb, Ammunition (60/240), light, slow loading, explosive, point-blank
- Wheellock Carbine: 75gp, 2d8 dmg, 5lb, Ammunition (80/320), slow loading, explosive, point-blank
- Wheellock Blunderbuss, 75gp, 1d6d6 dmg, 5lb, Ammunition (20/60), single-shot, explosive, point-blank
- The first d6 determines how many pellets hit, the second pool the actual damage.
- Wheellock Musket, 75gp, 2d10 dmg, 10lb, Ammunition (100/400), heavy, two-handed, slow loading, explosive
- Wheellock Rifle, 150gp, 2d10 dmg, 10lb, Ammunition (180/720), heavy, two-handed, slow loading, explosive
- Matchlock Musket, 50gp, 2d10 dmg, 10lb, Ammunition (100/400), heavy, two-handed, slow loading, explosive
- The matchlock musket’s match makes it unsuited to heavy moisture, and a matchlock musket will also foul on a natural 1, requiring a round to service.
- Double barreling increases the weight of a pistol to 5lb, of a blunderbus and carbine to 8lb, and of a musket or rifle to 18lb. It removes the light quality from the pistol, makes the medium weapons heavy, and gives the musket and rifle a strength requirement of 13+. It also doubles the price. The carbine can be used as a club in melee, the other guns are considered improvised weapons.
- Powder Horn (30 shots), 2lb, 3gp
- Lead Bullets (30 shots), 15sp; a single silver bullet costs the same
- 12 Cartridges (made of greased paper), 2gp for lead balls, 20gp for silver
- (In the event that gold vulnerability was a thing, expect about 15gp the bullet)
- Ranges are still in questioning, snaplocks will probably give a one round reduction to slow loading.
- Light Crossbow proficiency = Pistol, Carbine and Blunderbus
- Revisions to Starting Packs
- Any instance of Light Crossbow becomes Pistol and 12 cartridges
- Cleric and Fighter’s Chain Mail options are reduced to Jack of Plates (refluffed Scale)
- Cleric, Sorcerer, and Warlock’s crossbow options become Pistol and 12 cartridges
- Rogue can trade the Shortbow for a pistol, Fighter and Ranger can trade the longbow for a Musket, Paladin can use one of his Martial slots for the same.
5e Dmg Guns
Dmg Guns 5e System
- Feb 13, 2015 5e Firearms in 5e? It is in the DMG, pg. 268, basically the pistol is a one-handed light crossbow with a single step up on the damage dice, a musket is a heavy crossbow with a single step up on the damage dice and without the heavy trait. Touch AC is also not a thing in 5e, you just have one AC. Pathfinder guns are pretty.
- Pages in category 'Firearm' The following 193 pages are in this category, out of 193 total. Advanced Revolver (3.5e Equipment) AIE-486H Heavy Machine Gun (5e Equipment) Anti-Materiel Rifle (5e Equipment) Antimatter Rifle (5e Equipment) Argent Plasma Rifle (5e Equipment) Arm Gyrojet (5e Equipment).
- 'The loud thunder of firing blackpowder guns, the choking smoke, billowing over the battlefield and the satisfaction of seeing your opponents go down after being pierced by balls of lead.what an invention.' Rakor Ironhide, leader of the Bloodied Shields Though the DMG contains rules for a.