Firearms

Source: Dungeon Master’s Guide (2024) p. 72

The Firearms table provides examples of modern and futuristic firearms. If you make them available for purchase (perhaps in the fantastical marketplaces of the City of Brass), treat modern items as Rare magic items and futuristic items as Very Rare ones (see “chapter 7”).

Properties

Some weapons in the Firearms table have the following properties, in addition to properties described in the “Player’s Handbook”.

Burst Fire

As an action, you can expend 10 pieces of a Burst Fire weapon’s ammunition to spray shots in a 10-foot Cube within the weapon’s normal range. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon’s damage once, and apply it to each creature that failed the save.

Reload

You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.

Ammunition

Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at your discretion. An Energy Cell weighs 1/2 lb.

Firearms

Firearms

Source: Dungeon Master’s Guide (2024) p. 72

Firearms

Modern ItemDamagePropertiesMasteryWeight
Martial Ranged Weapons
Automatic Rifle2d8 PiercingAmmunition (Range 80/240; Bullet), Burst Fire, Reload (30 shots), Two-HandedSlow8 lb.
Hunting Rifle2d10 PiercingAmmunition (Range 80/240; Bullet), Reload (5 shots), Two-HandedSlow8 lb.
Revolver2d8 PiercingAmmunition (Range 40/120; Bullet), Reload (6 shots)Sap3 lb.
Semiautomatic Pistol2d6 PiercingAmmunition (Range 50/150; Bullet), Reload (15 shots)Vex3 lb.
Shotgun2d8 PiercingAmmunition (Range 30/90; Bullet), Reload (2 shots), Two-HandedPush7 lb.
^firearms
Link to original

Circular transclusion detected: Compendium/tables/firearms-table-xdmg