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
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Modern Item Damage Properties Mastery Weight Martial Ranged Weapons Automatic Rifle 2d8PiercingAmmunition (Range 80/240; Bullet), Burst Fire, Reload (30 shots), Two-Handed Slow 8 lb. Hunting Rifle 2d10PiercingAmmunition (Range 80/240; Bullet), Reload (5 shots), Two-Handed Slow 8 lb. Revolver 2d8PiercingAmmunition (Range 40/120; Bullet), Reload (6 shots) Sap 3 lb. Semiautomatic Pistol 2d6PiercingAmmunition (Range 50/150; Bullet), Reload (15 shots) Vex 3 lb. Shotgun 2d8PiercingAmmunition (Range 30/90; Bullet), Reload (2 shots), Two-Handed Push 7 lb. ^firearms
Circular transclusion detected: Compendium/tables/firearms-table-xdmg