Tiadoppler
2018-10-12, 12:40 AM
Firearms are a new category of ranged weapons for D&D 5e. No traditional classes start with any firearm proficiencies, and firearm proficiencies are learned somewhat differently from standard weapon proficiencies.
Firearm Ammunition cannot be reused once fired.
Simple Firearms:
Pistol, 2 lbs, Simple One-Handed Firearm
(single) 1d6 Piercing damage, Pistol Ammunition (range 40'/160') Versatile (range 80'/320')
Pistol Caliber Carbine, 7 lbs, Simple Two-Handed Firearm
(single) 1d6 Piercing damage, Pistol Ammunition (range 200'/400')
Lever-Action Rifle, 8 lbs, Simple Two-Handed Firearm
(single) 1d8 Piercing damage, Magnum Ammunition (range 250'/500')
Carbine, 8 lbs, Simple Two-Handed Firearm
(single) 1d10 Piercing damage, Carbine Ammunition (range 500'/1000')
Shotgun, 9 lbs, Simple Two-Handed Firearm, Strength requirement: 11
(single) 2d6 Piercing damage, Shotgun Ammunition (range 150'/300')
Rifle, 11 lbs, Simple Two-Handed Firearm, Strength requirement: 11
(single) 2d8 Piercing damage, Rifle Ammunition (close range disadvantage 75')(range 750'/1500')
Martial Firearms:
Sub-Machine Gun, 7 lbs, Martial Two-Handed Firearm
(single) 1d6 Piercing damage, Pistol Ammunition (range 200'/400')
(automatic) 2d6 Piercing damage, x3 Pistol Ammunition (range 100'/200')
Special: If you have proficiency with Simple Firearms, you are also proficient with the (single) attack of the Sub-Machine Gun.
Magnum Pistol, 3 lbs, Martial One-Handed Firearm
(single) 1d8 Piercing damage, Magnum Ammunition (range 60'/240') Versatile (range 120'/480')
Automatic Carbine, 8 lbs, Martial Two-Handed Firearm
(single) 1d10 Piercing damage, Carbine Ammunition (range 500'/1000')
(automatic) 2d10 Piercing damage, x3 Carbine Ammunition (range 200'/400')
Special: If you have proficiency with Simple Firearms, you are also proficient with the (single) attack of the Automatic Carbine.
Brush Rifle, 10 lbs, Martial Two-Handed Firearm, Strength requirement: 11
(single) 1d12 Piercing damage, Big-Bore Ammunition (range 300'/600')
Precision Rifle, 15 lbs, Martial Two-Handed Firearm, Strength requirement: 11
(single) 2d8 Piercing damage, Rifle Ammunition (close range disadvantage 150')(range 500' + 50' x Intelligence Score / 1000' + 100' x Intelligence Score)
Service Rifle, 11 lbs, Martial Two-Handed Firearm, Strength requirement: 11
(single) 2d8 Piercing damage, Rifle Ammunition (close range disadvantage 75')(range 750'/1500')
(automatic) 4d8 Piercing damage, x3 Rifle Ammunition (close range disadvantage 75')(range 250'/500')
Special: If you have proficiency with Simple Firearms, you are also proficient with the (single) attack of the Service Rifle.
Special: Proficiency in the (automatic) attack of the Service Rifle requires Strength: 15
Exotic Firearms:
Automatic Pistol, 2 lbs, Exotic One-Handed Firearm, Strength requirement: 13
(single) 1d6 Piercing damage, Pistol Ammunition (range 40'/160') Versatile (range 80'/320')
(automatic) 2d6 Piercing damage, x3 Pistol Ammunition (range 20'/80') Versatile (range 60'/240')
Special: If you have proficiency with Pistol, you are also proficient with the (single) attack of the Automatic Pistol.
Squad Automatic Weapon, 20 lbs, Exotic Two-Handed Firearm, Strength requirement: 13
(automatic) 2d10 Piercing damage, x3 Carbine Ammunition (range 500'/1000')
Big-Bore Pistol, 4 lbs, Exotic One-Handed Firearm, Strength requirement: 13
(single) 1d12 Piercing damage, Big-Bore Ammunition (range 60'/240') Versatile (range 120'/480')
Automatic Shotgun, 12 lbs, Exotic Two-Handed Firearm, Strength requirement: 13
(automatic) 4d6 Piercing damage, x3 Shotgun Ammunition (range 150'/300')
Machine Gun, 25 lbs, Exotic Two-Handed Firearm, Strength requirement: 15
(automatic) 4d8 Piercing damage, x3 Rifle Ammunition (close range disadvantage 75')(range 750'/1500')
Anti-Materiel Rifle, 30 lbs, Exotic Two-Handed Firearm, Strength requirement: 15
(single) 4d6 Piercing damage, Anti-Materiel Ammunition (close range disadvantage 300')(range 1000' + 100' x Intelligence Score/2000' + 200' x Intelligence Score)
Heavy Machine Gun, 85 lbs, Exotic Two-Handed Firearm, Strength requirement: 19
(automatic) 8d6 Piercing damage, x3 Anti-Materiel Ammunition (close range disadvantage 150')(range 1500'/3000')
It costs a level 20 Fighter 1200gp to fire his Heavy Machine Gun for six seconds.
Feats:
Simple Firearm Proficiency does not require spending a Feat. Instead you must spend a week practicing with a firearm that uses Simple Firearm Proficiency, expending 200 rounds of ammunition for that firearm in the process. At the end of that week you gain proficiency in all Simple Firearms. In a campaign where firearms are common, the DM may decide that (some or all, based on class/background) players start with Simple Firearm Proficiency.
Martial Firearm Proficiency: Requires Simple Firearm Proficiency. Grants Proficiency in Martial Firearms.
Exotic Firearm Proficiency: Requires Martial Firearm Proficiency. Grants Proficiency in Exotic Firearms.
Agent: When you take the Attack action and attack with a Pistol, Magnum Pistol, Big-Bore Pistol, or Automatic Pistol you are holding in both hands, you can use a bonus action to make another attack with the same firearm. When you make an Attack action and use it to make only one (single) firearm attack, that attack ignores Resistance to Piercing Damage. In addition, you can easily conceal small firearms beneath your clothing. By spending 1 minute adjusting your clothing over a holstered Pistol, Magnum Pistol, Big-Bore Pistol, or Automatic Pistol, you hide that firearm from view. Spotting this firearm from a distance or discovering this firearm in a physical search requires a check depending on firearm size:
Pistol: DC 25 Wisdom(Perception) to spot, or DC 15 Intelligence(Investigation) for a physical search
Magnum Pistol or Automatic Pistol: DC 20 Wisdom(Perception) to spot, or DC 10 Intelligence(Investigation) for a physical search
Big-Bore Pistol: DC 15 Wisdom(Perception) to spot, or DC 5 Intelligence(Investigation) for a physical search
Other firearms may be concealed under a bulky cloak or jacket. Other firearms require a DC 15 Wisdom(Perception) check to spot from a distance, and are found automatically by any physical search.
Snap Shot: Attacking a target within 5' of you no longer causes you to have disadvantage on ranged weapon attacks. You may ignore close range disadvantage on all firearms.
Gunner: When you make a firearm attack against a target within 30', you may use your Strength modifier instead of your Dexterity modifier for your attack and damage rolls. You gain access to the Suppressing Fire action.
Suppressing Fire: If you are wielding a firearm with an (automatic) attack, you may spend an Action to suppress enemies in a small area. Expend 10 rounds of ammunition from your automatic firearm. Pick a 5' radius zone you can see within range of your automatic firearm. Until you move, you can no longer see that area, or the beginning of your next turn, creatures in that zone have Disadvantage on all attacks. Whenever a creature starts their turn in the zone or enters the zone for the first time, you must make an (automatic) attack against that creature (maximum 1 attack per creature. This attack uses ammunition as usual.). When you use this action, creatures in the zone may drop prone as a reaction.
Marksman: Being prone no longer causes you to have disadvantage on ranged firearm attacks. When you are Prone, and wielding a two-handed firearm, your firearm's range is doubled. In addition, when you are prone, and use a firearm to make a (single) attack against a target more than 600' away, you may use your Intelligence modifier instead of your Dexterity modifier for your attack and damage rolls.
Ammunition, Armor, Grenades, and other items:
Pistol Ammunition, 10gp, 1/30lb.
Wisdom(Perception) required to hear: DC 5 at up to 200', DC 15 at up to 600'
Magnum Ammunition, 20gp, 1/20lb.
Wisdom(Perception) required to hear: DC 5 at up to 400', DC 15 at up to 1200'
Carbine Ammunition, 20gp, 1/30lb.
Wisdom(Perception) required to hear: DC 5 at up to 600', DC 15 at up to 1800'
Big-Bore Ammunition, 25gp, 1/15lb.
Wisdom(Perception) required to hear: DC 5 at up to 800', DC 15 at up to 2400'
Shotgun Ammunition, 25gp, 1/10lb.
Wisdom(Perception) required to hear: DC 5 at up to 1000', DC 15 at up to 3000'
Rifle Ammunition, 35gp, 1/20lb.
Wisdom(Perception) required to hear: DC 5 at up to 1200', DC 15 at up to 3600'
Anti-Materiel Ammunition, 100gp, 1/4lb.
Wisdom(Perception) required to hear: DC 5 at up to 1600', DC 15 at up to 4800'
Specialty ammunition adds different effects to attacks. If you use specialty ammunition for an (automatic) firearm attack, you must use three pieces of that specialty ammunition. You cannot mix ammunition types during an (automatic) attack. Because I don't want to have to write out all the different cases, and it's too complicated to be fun.
Specialty ammunition is a modification of an existing ammunition type. There is no generic "HP Ammunition", instead there are items like "Pistol Ammunition (HP)" or "Rifle Ammunition (AP)".
AP, or Armor-Piercing Ammunition is available for Carbine, Rifle, and Anti-Materiel ammunition types, and has the following effects: When AP ammunition hits a target, it deals less damage (-1 damage for (single) attacks, and -2 damage for (automatic) attacks), but it ignores Resistance to Piercing damage.
HP, or Hollow-Point Ammunition is available for Pistol, Magnum, Carbine, Big-Bore, and Rifle ammunition types, and has the following effects: When HP ammunition hits a target, it deals extra damage (+1 damage for (single) attacks, and +2 damage for (automatic) attacks), but it treats Resistance to Piercing damage as if it were Immunity.
Special situation: If you use the Agent feat's special feature to ignore Resistance to Piercing damage on an attack, HP ammunition does full damage.
Precision Ammunition is available for Carbine, Rifle and Anti-Materiel ammunition types. When Precision ammunition used for a (single) firearm attack, that attack has a +1 on the attack roll.
Slug is a type of Shotgun Ammunition that deals extra damage. Attacks using Slug Ammunition do extra damage (+1 damage for (single) attacks, and +2 damage for (automatic) attacks) and ignore the effects of Wide Choke. Large or smaller creatures struck by Slug Ammunition must make a DC 12 Strength save or fall prone.
Birdshot is a type of Shotgun Ammunition that deals small amount of damage, reliably. Birdshot cannot be used for (automatic) attacks. When you attack with Bird-shot, instead of making an attack roll, use the following effect:
Birdshot Blast: Targets one creature within 150'. The target takes 1d4 Piercing damage (or 2d4, if the target is within 50'), or DC 16 Dexterity save for 1/2 damage.
Stun Shell is a type of Shotgun Ammunition. When Stun Shell hits a target, instead of normal damage, the target takes 1d4 Piercing damage. If the target takes damage from this attack, the target takes an additional 1d4 Lightning damage, and must make a DC 20 Constitution Saving Throw, or be Stunned for thirty seconds. The target may repeat its saving throw at the end of each of its turns to end the effect early.
Clothing
Kevlar Shirt, Weight 5lbs, Grants resistance to non-magical Piercing damage.
NBC Suit, Weight 40lbs, Grants immunity to Acid and Poison. You automatically succeed any save against catching a new disease. Tear Gas Grenades have no effect on you. This item does not end conditions that were already affecting you before you donned this item. This item loses all beneficial properties the first time you take Slashing or Piercing damage, and can only regain those properties when the item is repaired.
Light Armor
Bullet-Resistant Vest, AC 11+Dex modifier, Weight 10 lbs, Grants resistance to non-magical Piercing damage.
Ballistic Composite Vest, AC 12+Dex modifier, Weight 10 lbs, Grants resistance to non-magical Piercing damage.
Medium Armor
Kevlar Body Armor, AC 13+Dex modifier (max 2), Weight 20 lbs, Grants resistance to non-magical Piercing damage.
Ceramic Tactical Armor, AC 14+Dex modifier (max 2), Weight 30 lbs, Grants resistance to non-magical Piercing damage.
Ballistic Composite Body Armor, AC 15+Dex modifier (max 2), Weight 30 lbs, Grants resistance to non-magical Piercing damage.
Heavy Armor
Flak Jacket, AC 16, Weight 40 lbs, Req. Str 13, Stealth Disadvantage, Grants resistance to non-magical Piercing damage.
Ceramic Plate Carrier, AC 17, Weight 50 lbs, Req. Str 15, Stealth Disadvantage, Grants resistance to non-magical Piercing damage.
Composite Plate Suit, AC 18, Weight 60 lbs, Req. Str 15, Stealth Disadvantage, Grants resistance to non-magical Piercing damage.
EOD Protective Garments, AC 20, Weight 120 lbs, Req. Str 17, Stealth, Acrobatics, Athletics Disadvantage, Disadvantage on attack rolls, Grants resistance to non-magical Bludgeoning, Slashing, and Piercing damage, as well as resistance to Fire, Thunder and Force damage.
Fragmentation Grenade (range 10'xStrength Score)
15' radius burst. 2d8 Piercing, and 2d8 Thunder or DC 16 DEX save for 1/2 damage.
Stick of Dynamite (range 10'xStrength Score)
15' radius burst. 1d8 Fire, and 2d8 Thunder or DC 14 DEX save for 1/2 damage.
Incendiary Grenade (range 10'xStrength Score)
10' radius burst. 4d8 Fire, and 1d8 Thunder or DC 14 DEX save for 1/2 damage.
Tear Gas Grenade (range 10'xStrength Score)
30' radius burst. DC 12 CON save or 1d4 Acid damage and Blinded for 1 minute.
Flashbang Grenade (range 10'xStrength Score)
25' radius burst. DC 10 DEX save or 1d4 Radiant damage, Slowed, Blinded and Deafened for 1 minute.
Stun-Wand. (2 charges) As an Action, you may use this item to make a melee attack against a creature within 5 feet of you, treating the Stun-Wand as an improvised weapon. On a hit, the target takes 1 piercing damage. If the target takes damage from this attack, the target takes an additional 1d4 Lightning damage, and must make a DC 18 Constitution Saving Throw, or be Stunned for thirty seconds. The target may repeat its saving throw at the end of each of its turns to end the effect early. 200gp.
Stun-Gun. (2 charges) As an Action, you may use this item to make a ranged attack against a creature within 20 feet of you, treating the Stun-Gun as an improvised weapon. On a hit, the target takes 1 piercing damage. If the target takes damage from this attack, the target takes an additional 1d4 Lightning damage, and must make a DC 18 Constitution Saving Throw, or be Stunned for thirty seconds. The target may repeat its saving throw at the end of each of its turns to end the effect early.[/I] 200gp.
Gas Mask. 5lbs, When worn, this item grants you resistance to Acid and Poison damage, and Advantage on saving throws against catching a new disease, but gives you disadvantage on Wisdom(Perception) checks. This item does not end conditions that were already affecting you before you donned this item. Tear Gas Grenades have no effect on you. Donning a Gas Mask takes 30 seconds, but removing one only takes an Action.
Night-Vision Goggles. 3lbs, When worn, this item grants you Darkvision out to a distance of 120' and Sunlight Sensitivity (as written in the PHB page 24 description for Drow): "You have disadvantage on attack rolls and on Wisdom(Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight". You automatically fail saving throws caused by Flashbang Grenades. Donning or removing Night-Vision Goggles takes an Action.
Suppressor. 2lbs, A suppressor must be designed for a specific ammunition type, and can only be attached to a firearm which uses that ammunition type. When attached to a firearm, shots fired from that firearm are half as loud (the range at which they can be heard is halved). Attaching or detaching a suppressor takes an Action.
Bayonet. 2lbs, A bayonet can be attached to any two-handed firearm. When not attached to a firearm, a bayonet can be used as if it were a dagger. When attached to a two-handed firearm, that firearm gains the ability to be used as a simple two-handed melee weapon that deals 1d8 Piercing damage. If you attempt to attach a bayonet to a one-handed firearm, you feel ashamed of yourself for an hour and gain no mechanical benefit. Attaching or detaching a bayonet takes an Action.
Wide Choke: 0lbs, A Wide Choke can only be attached to a Shotgun, or Automatic Shotgun. An attack using a firearm with a Wide Choke removes the ability score modifier to the damage roll but increases the damage dice of the firearm by 1d6. Attaching or detaching a Wide Choke takes 30 seconds.
A Wide Choke attack with a Shotgun deals 3d6 Piercing damage instead of 2d6 + Modifier Piercing Damage, and a Wide Choke attack with an Automatic Shotgun deals 5d6 Piercing damage instead of 4d6 + Modifier Piercing damage.
Bipod. 5lbs, A Bipod can only be attached to a Precision Rifle, Squad Automatic Weapon, Machine Gun, or Anti-Materiel Rifle. When attached, a Bipod allows the firearm to be Mounted. Attaching or detaching a Bipod takes an Action.
Tripod. 45lbs, A Tripod can only be attached to a Heavy Machine Gun. When attached, a Tripod allows the firearm to be Mounted. Attaching or detaching a Tripod takes 30 seconds.
Mount Firearm special ability: Certain firearms can be Mounted on stable surfaces. If you are prone, and carrying a firearm that can be Mounted, you may Mount the firearm on a stable surface as an Action. This effect ends if you stand up or move, taking the firearm with you, or if the firearm is moved. If you stand up or move, and do not take the firearm with you, the firearm remains Mounted in that location and can be used by others. A Mounted firearm has no Strength requirement for use.
Optional or Work-In-Progress items:
1750s
Musket, 12lbs, Loading(special), Simple Two-Handed Weapon, Strength requirement: 11
1d12 Piercing damage, Lead Ball and Black Powder (range 75'/300')
Special: The Black Powder Musket takes two Actions to reload.
Muzzle-Loading Rifle, 12lbs, Loading(special), Martial Two-Handed Weapon, Strength requirement: 11
1d12 Piercing damage, Lead Ball and Black Powder (range 150'/300')
Special: The Black Powder Rifle takes three Actions to reload.
Black Powder Pistol, 3 lbs, Loading(special), Simple One-Handed Weapon
1d6 Piercing damage, Lead Ball and Black Powder (range 30'/60')
Special: The Black Powder Pistol takes two Actions to reload.
1820s
Black Powder Revolver, 3 lbs, Loading(special), Martial One-Handed Weapon
1d6 Piercing damage, Lead Ball and Black Powder (range 30'/60')
Special: The Black Powder Revolver can hold up to six shots at a time. Reloading one shot takes two Actions.
1840s
Breech-Loading Rifle, 12 lbs, Loading, Simple Two-Handed Firearm, Strength requirement: 11
1d12 Piercing damage, Frontier Rifle Ammunition (close range disadvantage 75') (range 300'/600')
1870s
Break-Action Shotgun, 7 lbs, Loading, Simple Two-Handed Firearm, Strength requirement: 11
2d6 Piercing damage, Shotgun Ammunition (range 150'/300')
Single Action Revolver, 3 lbs, Loading (special), Martial One-Handed Firearm
1d6 Piercing damage, Frontier Pistol Ammunition (range 40'/160') Versatile (range 80'/320')
Special: The Single Action Revolver can hold up to six shots at a time. Reloading all six shots takes one Action.
Frontier Carbine, 8 lbs, Loading (special), Simple Two-Handed Firearm
1d6 Piercing damage, Frontier Pistol Ammunition (range 200'/400')
Special: The Single Action Carbine can hold up to eight shots at a time. Reloading all eight shots takes one Action.
1940s
Early Automatic Carbine, 8lbs, Martial Two-Handed Firearm
(single) 1d8 Piercing damage, Early Carbine Ammunition (range 200'/400')
(automatic) 2d8 Piercing damage, x3 Early Carbine Ammunition (range 100'/200')
Represents some late WWII automatic small arms. The immediate predecessor to Carbines and Automatic Carbines.
Firearm Ammunition cannot be reused once fired.
Simple Firearms:
Pistol, 2 lbs, Simple One-Handed Firearm
(single) 1d6 Piercing damage, Pistol Ammunition (range 40'/160') Versatile (range 80'/320')
Pistol Caliber Carbine, 7 lbs, Simple Two-Handed Firearm
(single) 1d6 Piercing damage, Pistol Ammunition (range 200'/400')
Lever-Action Rifle, 8 lbs, Simple Two-Handed Firearm
(single) 1d8 Piercing damage, Magnum Ammunition (range 250'/500')
Carbine, 8 lbs, Simple Two-Handed Firearm
(single) 1d10 Piercing damage, Carbine Ammunition (range 500'/1000')
Shotgun, 9 lbs, Simple Two-Handed Firearm, Strength requirement: 11
(single) 2d6 Piercing damage, Shotgun Ammunition (range 150'/300')
Rifle, 11 lbs, Simple Two-Handed Firearm, Strength requirement: 11
(single) 2d8 Piercing damage, Rifle Ammunition (close range disadvantage 75')(range 750'/1500')
Martial Firearms:
Sub-Machine Gun, 7 lbs, Martial Two-Handed Firearm
(single) 1d6 Piercing damage, Pistol Ammunition (range 200'/400')
(automatic) 2d6 Piercing damage, x3 Pistol Ammunition (range 100'/200')
Special: If you have proficiency with Simple Firearms, you are also proficient with the (single) attack of the Sub-Machine Gun.
Magnum Pistol, 3 lbs, Martial One-Handed Firearm
(single) 1d8 Piercing damage, Magnum Ammunition (range 60'/240') Versatile (range 120'/480')
Automatic Carbine, 8 lbs, Martial Two-Handed Firearm
(single) 1d10 Piercing damage, Carbine Ammunition (range 500'/1000')
(automatic) 2d10 Piercing damage, x3 Carbine Ammunition (range 200'/400')
Special: If you have proficiency with Simple Firearms, you are also proficient with the (single) attack of the Automatic Carbine.
Brush Rifle, 10 lbs, Martial Two-Handed Firearm, Strength requirement: 11
(single) 1d12 Piercing damage, Big-Bore Ammunition (range 300'/600')
Precision Rifle, 15 lbs, Martial Two-Handed Firearm, Strength requirement: 11
(single) 2d8 Piercing damage, Rifle Ammunition (close range disadvantage 150')(range 500' + 50' x Intelligence Score / 1000' + 100' x Intelligence Score)
Service Rifle, 11 lbs, Martial Two-Handed Firearm, Strength requirement: 11
(single) 2d8 Piercing damage, Rifle Ammunition (close range disadvantage 75')(range 750'/1500')
(automatic) 4d8 Piercing damage, x3 Rifle Ammunition (close range disadvantage 75')(range 250'/500')
Special: If you have proficiency with Simple Firearms, you are also proficient with the (single) attack of the Service Rifle.
Special: Proficiency in the (automatic) attack of the Service Rifle requires Strength: 15
Exotic Firearms:
Automatic Pistol, 2 lbs, Exotic One-Handed Firearm, Strength requirement: 13
(single) 1d6 Piercing damage, Pistol Ammunition (range 40'/160') Versatile (range 80'/320')
(automatic) 2d6 Piercing damage, x3 Pistol Ammunition (range 20'/80') Versatile (range 60'/240')
Special: If you have proficiency with Pistol, you are also proficient with the (single) attack of the Automatic Pistol.
Squad Automatic Weapon, 20 lbs, Exotic Two-Handed Firearm, Strength requirement: 13
(automatic) 2d10 Piercing damage, x3 Carbine Ammunition (range 500'/1000')
Big-Bore Pistol, 4 lbs, Exotic One-Handed Firearm, Strength requirement: 13
(single) 1d12 Piercing damage, Big-Bore Ammunition (range 60'/240') Versatile (range 120'/480')
Automatic Shotgun, 12 lbs, Exotic Two-Handed Firearm, Strength requirement: 13
(automatic) 4d6 Piercing damage, x3 Shotgun Ammunition (range 150'/300')
Machine Gun, 25 lbs, Exotic Two-Handed Firearm, Strength requirement: 15
(automatic) 4d8 Piercing damage, x3 Rifle Ammunition (close range disadvantage 75')(range 750'/1500')
Anti-Materiel Rifle, 30 lbs, Exotic Two-Handed Firearm, Strength requirement: 15
(single) 4d6 Piercing damage, Anti-Materiel Ammunition (close range disadvantage 300')(range 1000' + 100' x Intelligence Score/2000' + 200' x Intelligence Score)
Heavy Machine Gun, 85 lbs, Exotic Two-Handed Firearm, Strength requirement: 19
(automatic) 8d6 Piercing damage, x3 Anti-Materiel Ammunition (close range disadvantage 150')(range 1500'/3000')
It costs a level 20 Fighter 1200gp to fire his Heavy Machine Gun for six seconds.
Feats:
Simple Firearm Proficiency does not require spending a Feat. Instead you must spend a week practicing with a firearm that uses Simple Firearm Proficiency, expending 200 rounds of ammunition for that firearm in the process. At the end of that week you gain proficiency in all Simple Firearms. In a campaign where firearms are common, the DM may decide that (some or all, based on class/background) players start with Simple Firearm Proficiency.
Martial Firearm Proficiency: Requires Simple Firearm Proficiency. Grants Proficiency in Martial Firearms.
Exotic Firearm Proficiency: Requires Martial Firearm Proficiency. Grants Proficiency in Exotic Firearms.
Agent: When you take the Attack action and attack with a Pistol, Magnum Pistol, Big-Bore Pistol, or Automatic Pistol you are holding in both hands, you can use a bonus action to make another attack with the same firearm. When you make an Attack action and use it to make only one (single) firearm attack, that attack ignores Resistance to Piercing Damage. In addition, you can easily conceal small firearms beneath your clothing. By spending 1 minute adjusting your clothing over a holstered Pistol, Magnum Pistol, Big-Bore Pistol, or Automatic Pistol, you hide that firearm from view. Spotting this firearm from a distance or discovering this firearm in a physical search requires a check depending on firearm size:
Pistol: DC 25 Wisdom(Perception) to spot, or DC 15 Intelligence(Investigation) for a physical search
Magnum Pistol or Automatic Pistol: DC 20 Wisdom(Perception) to spot, or DC 10 Intelligence(Investigation) for a physical search
Big-Bore Pistol: DC 15 Wisdom(Perception) to spot, or DC 5 Intelligence(Investigation) for a physical search
Other firearms may be concealed under a bulky cloak or jacket. Other firearms require a DC 15 Wisdom(Perception) check to spot from a distance, and are found automatically by any physical search.
Snap Shot: Attacking a target within 5' of you no longer causes you to have disadvantage on ranged weapon attacks. You may ignore close range disadvantage on all firearms.
Gunner: When you make a firearm attack against a target within 30', you may use your Strength modifier instead of your Dexterity modifier for your attack and damage rolls. You gain access to the Suppressing Fire action.
Suppressing Fire: If you are wielding a firearm with an (automatic) attack, you may spend an Action to suppress enemies in a small area. Expend 10 rounds of ammunition from your automatic firearm. Pick a 5' radius zone you can see within range of your automatic firearm. Until you move, you can no longer see that area, or the beginning of your next turn, creatures in that zone have Disadvantage on all attacks. Whenever a creature starts their turn in the zone or enters the zone for the first time, you must make an (automatic) attack against that creature (maximum 1 attack per creature. This attack uses ammunition as usual.). When you use this action, creatures in the zone may drop prone as a reaction.
Marksman: Being prone no longer causes you to have disadvantage on ranged firearm attacks. When you are Prone, and wielding a two-handed firearm, your firearm's range is doubled. In addition, when you are prone, and use a firearm to make a (single) attack against a target more than 600' away, you may use your Intelligence modifier instead of your Dexterity modifier for your attack and damage rolls.
Ammunition, Armor, Grenades, and other items:
Pistol Ammunition, 10gp, 1/30lb.
Wisdom(Perception) required to hear: DC 5 at up to 200', DC 15 at up to 600'
Magnum Ammunition, 20gp, 1/20lb.
Wisdom(Perception) required to hear: DC 5 at up to 400', DC 15 at up to 1200'
Carbine Ammunition, 20gp, 1/30lb.
Wisdom(Perception) required to hear: DC 5 at up to 600', DC 15 at up to 1800'
Big-Bore Ammunition, 25gp, 1/15lb.
Wisdom(Perception) required to hear: DC 5 at up to 800', DC 15 at up to 2400'
Shotgun Ammunition, 25gp, 1/10lb.
Wisdom(Perception) required to hear: DC 5 at up to 1000', DC 15 at up to 3000'
Rifle Ammunition, 35gp, 1/20lb.
Wisdom(Perception) required to hear: DC 5 at up to 1200', DC 15 at up to 3600'
Anti-Materiel Ammunition, 100gp, 1/4lb.
Wisdom(Perception) required to hear: DC 5 at up to 1600', DC 15 at up to 4800'
Specialty ammunition adds different effects to attacks. If you use specialty ammunition for an (automatic) firearm attack, you must use three pieces of that specialty ammunition. You cannot mix ammunition types during an (automatic) attack. Because I don't want to have to write out all the different cases, and it's too complicated to be fun.
Specialty ammunition is a modification of an existing ammunition type. There is no generic "HP Ammunition", instead there are items like "Pistol Ammunition (HP)" or "Rifle Ammunition (AP)".
AP, or Armor-Piercing Ammunition is available for Carbine, Rifle, and Anti-Materiel ammunition types, and has the following effects: When AP ammunition hits a target, it deals less damage (-1 damage for (single) attacks, and -2 damage for (automatic) attacks), but it ignores Resistance to Piercing damage.
HP, or Hollow-Point Ammunition is available for Pistol, Magnum, Carbine, Big-Bore, and Rifle ammunition types, and has the following effects: When HP ammunition hits a target, it deals extra damage (+1 damage for (single) attacks, and +2 damage for (automatic) attacks), but it treats Resistance to Piercing damage as if it were Immunity.
Special situation: If you use the Agent feat's special feature to ignore Resistance to Piercing damage on an attack, HP ammunition does full damage.
Precision Ammunition is available for Carbine, Rifle and Anti-Materiel ammunition types. When Precision ammunition used for a (single) firearm attack, that attack has a +1 on the attack roll.
Slug is a type of Shotgun Ammunition that deals extra damage. Attacks using Slug Ammunition do extra damage (+1 damage for (single) attacks, and +2 damage for (automatic) attacks) and ignore the effects of Wide Choke. Large or smaller creatures struck by Slug Ammunition must make a DC 12 Strength save or fall prone.
Birdshot is a type of Shotgun Ammunition that deals small amount of damage, reliably. Birdshot cannot be used for (automatic) attacks. When you attack with Bird-shot, instead of making an attack roll, use the following effect:
Birdshot Blast: Targets one creature within 150'. The target takes 1d4 Piercing damage (or 2d4, if the target is within 50'), or DC 16 Dexterity save for 1/2 damage.
Stun Shell is a type of Shotgun Ammunition. When Stun Shell hits a target, instead of normal damage, the target takes 1d4 Piercing damage. If the target takes damage from this attack, the target takes an additional 1d4 Lightning damage, and must make a DC 20 Constitution Saving Throw, or be Stunned for thirty seconds. The target may repeat its saving throw at the end of each of its turns to end the effect early.
Clothing
Kevlar Shirt, Weight 5lbs, Grants resistance to non-magical Piercing damage.
NBC Suit, Weight 40lbs, Grants immunity to Acid and Poison. You automatically succeed any save against catching a new disease. Tear Gas Grenades have no effect on you. This item does not end conditions that were already affecting you before you donned this item. This item loses all beneficial properties the first time you take Slashing or Piercing damage, and can only regain those properties when the item is repaired.
Light Armor
Bullet-Resistant Vest, AC 11+Dex modifier, Weight 10 lbs, Grants resistance to non-magical Piercing damage.
Ballistic Composite Vest, AC 12+Dex modifier, Weight 10 lbs, Grants resistance to non-magical Piercing damage.
Medium Armor
Kevlar Body Armor, AC 13+Dex modifier (max 2), Weight 20 lbs, Grants resistance to non-magical Piercing damage.
Ceramic Tactical Armor, AC 14+Dex modifier (max 2), Weight 30 lbs, Grants resistance to non-magical Piercing damage.
Ballistic Composite Body Armor, AC 15+Dex modifier (max 2), Weight 30 lbs, Grants resistance to non-magical Piercing damage.
Heavy Armor
Flak Jacket, AC 16, Weight 40 lbs, Req. Str 13, Stealth Disadvantage, Grants resistance to non-magical Piercing damage.
Ceramic Plate Carrier, AC 17, Weight 50 lbs, Req. Str 15, Stealth Disadvantage, Grants resistance to non-magical Piercing damage.
Composite Plate Suit, AC 18, Weight 60 lbs, Req. Str 15, Stealth Disadvantage, Grants resistance to non-magical Piercing damage.
EOD Protective Garments, AC 20, Weight 120 lbs, Req. Str 17, Stealth, Acrobatics, Athletics Disadvantage, Disadvantage on attack rolls, Grants resistance to non-magical Bludgeoning, Slashing, and Piercing damage, as well as resistance to Fire, Thunder and Force damage.
Fragmentation Grenade (range 10'xStrength Score)
15' radius burst. 2d8 Piercing, and 2d8 Thunder or DC 16 DEX save for 1/2 damage.
Stick of Dynamite (range 10'xStrength Score)
15' radius burst. 1d8 Fire, and 2d8 Thunder or DC 14 DEX save for 1/2 damage.
Incendiary Grenade (range 10'xStrength Score)
10' radius burst. 4d8 Fire, and 1d8 Thunder or DC 14 DEX save for 1/2 damage.
Tear Gas Grenade (range 10'xStrength Score)
30' radius burst. DC 12 CON save or 1d4 Acid damage and Blinded for 1 minute.
Flashbang Grenade (range 10'xStrength Score)
25' radius burst. DC 10 DEX save or 1d4 Radiant damage, Slowed, Blinded and Deafened for 1 minute.
Stun-Wand. (2 charges) As an Action, you may use this item to make a melee attack against a creature within 5 feet of you, treating the Stun-Wand as an improvised weapon. On a hit, the target takes 1 piercing damage. If the target takes damage from this attack, the target takes an additional 1d4 Lightning damage, and must make a DC 18 Constitution Saving Throw, or be Stunned for thirty seconds. The target may repeat its saving throw at the end of each of its turns to end the effect early. 200gp.
Stun-Gun. (2 charges) As an Action, you may use this item to make a ranged attack against a creature within 20 feet of you, treating the Stun-Gun as an improvised weapon. On a hit, the target takes 1 piercing damage. If the target takes damage from this attack, the target takes an additional 1d4 Lightning damage, and must make a DC 18 Constitution Saving Throw, or be Stunned for thirty seconds. The target may repeat its saving throw at the end of each of its turns to end the effect early.[/I] 200gp.
Gas Mask. 5lbs, When worn, this item grants you resistance to Acid and Poison damage, and Advantage on saving throws against catching a new disease, but gives you disadvantage on Wisdom(Perception) checks. This item does not end conditions that were already affecting you before you donned this item. Tear Gas Grenades have no effect on you. Donning a Gas Mask takes 30 seconds, but removing one only takes an Action.
Night-Vision Goggles. 3lbs, When worn, this item grants you Darkvision out to a distance of 120' and Sunlight Sensitivity (as written in the PHB page 24 description for Drow): "You have disadvantage on attack rolls and on Wisdom(Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight". You automatically fail saving throws caused by Flashbang Grenades. Donning or removing Night-Vision Goggles takes an Action.
Suppressor. 2lbs, A suppressor must be designed for a specific ammunition type, and can only be attached to a firearm which uses that ammunition type. When attached to a firearm, shots fired from that firearm are half as loud (the range at which they can be heard is halved). Attaching or detaching a suppressor takes an Action.
Bayonet. 2lbs, A bayonet can be attached to any two-handed firearm. When not attached to a firearm, a bayonet can be used as if it were a dagger. When attached to a two-handed firearm, that firearm gains the ability to be used as a simple two-handed melee weapon that deals 1d8 Piercing damage. If you attempt to attach a bayonet to a one-handed firearm, you feel ashamed of yourself for an hour and gain no mechanical benefit. Attaching or detaching a bayonet takes an Action.
Wide Choke: 0lbs, A Wide Choke can only be attached to a Shotgun, or Automatic Shotgun. An attack using a firearm with a Wide Choke removes the ability score modifier to the damage roll but increases the damage dice of the firearm by 1d6. Attaching or detaching a Wide Choke takes 30 seconds.
A Wide Choke attack with a Shotgun deals 3d6 Piercing damage instead of 2d6 + Modifier Piercing Damage, and a Wide Choke attack with an Automatic Shotgun deals 5d6 Piercing damage instead of 4d6 + Modifier Piercing damage.
Bipod. 5lbs, A Bipod can only be attached to a Precision Rifle, Squad Automatic Weapon, Machine Gun, or Anti-Materiel Rifle. When attached, a Bipod allows the firearm to be Mounted. Attaching or detaching a Bipod takes an Action.
Tripod. 45lbs, A Tripod can only be attached to a Heavy Machine Gun. When attached, a Tripod allows the firearm to be Mounted. Attaching or detaching a Tripod takes 30 seconds.
Mount Firearm special ability: Certain firearms can be Mounted on stable surfaces. If you are prone, and carrying a firearm that can be Mounted, you may Mount the firearm on a stable surface as an Action. This effect ends if you stand up or move, taking the firearm with you, or if the firearm is moved. If you stand up or move, and do not take the firearm with you, the firearm remains Mounted in that location and can be used by others. A Mounted firearm has no Strength requirement for use.
Optional or Work-In-Progress items:
1750s
Musket, 12lbs, Loading(special), Simple Two-Handed Weapon, Strength requirement: 11
1d12 Piercing damage, Lead Ball and Black Powder (range 75'/300')
Special: The Black Powder Musket takes two Actions to reload.
Muzzle-Loading Rifle, 12lbs, Loading(special), Martial Two-Handed Weapon, Strength requirement: 11
1d12 Piercing damage, Lead Ball and Black Powder (range 150'/300')
Special: The Black Powder Rifle takes three Actions to reload.
Black Powder Pistol, 3 lbs, Loading(special), Simple One-Handed Weapon
1d6 Piercing damage, Lead Ball and Black Powder (range 30'/60')
Special: The Black Powder Pistol takes two Actions to reload.
1820s
Black Powder Revolver, 3 lbs, Loading(special), Martial One-Handed Weapon
1d6 Piercing damage, Lead Ball and Black Powder (range 30'/60')
Special: The Black Powder Revolver can hold up to six shots at a time. Reloading one shot takes two Actions.
1840s
Breech-Loading Rifle, 12 lbs, Loading, Simple Two-Handed Firearm, Strength requirement: 11
1d12 Piercing damage, Frontier Rifle Ammunition (close range disadvantage 75') (range 300'/600')
1870s
Break-Action Shotgun, 7 lbs, Loading, Simple Two-Handed Firearm, Strength requirement: 11
2d6 Piercing damage, Shotgun Ammunition (range 150'/300')
Single Action Revolver, 3 lbs, Loading (special), Martial One-Handed Firearm
1d6 Piercing damage, Frontier Pistol Ammunition (range 40'/160') Versatile (range 80'/320')
Special: The Single Action Revolver can hold up to six shots at a time. Reloading all six shots takes one Action.
Frontier Carbine, 8 lbs, Loading (special), Simple Two-Handed Firearm
1d6 Piercing damage, Frontier Pistol Ammunition (range 200'/400')
Special: The Single Action Carbine can hold up to eight shots at a time. Reloading all eight shots takes one Action.
1940s
Early Automatic Carbine, 8lbs, Martial Two-Handed Firearm
(single) 1d8 Piercing damage, Early Carbine Ammunition (range 200'/400')
(automatic) 2d8 Piercing damage, x3 Early Carbine Ammunition (range 100'/200')
Represents some late WWII automatic small arms. The immediate predecessor to Carbines and Automatic Carbines.