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This material is Open Game Content, and is character must then use an action or a bonus action
licensed for public use under the terms of the Open to reload it.
Game License v1.0a.
Handguns
Firearms A handgun is a personal firearm that can be used
Firearms fall into three categories: handguns, one-handed. This group includes autoloaders,
longarms, and heavy weapons. revolvers, and machine pistols.
When using a firearm, the wielder applies his or Autoloaders (sometimes called “automatics”)
her Dexterity modifier to the attack and damage feature removable box magazines, and some
rolls. models hold quite a lot of ammunition. They work
by using the energy of a shot fired to throw back a
slide, eject the shot’s shell casing, and scoop the
Exotic Weapons next round into the chamber. They are more
In modern adventures, a class can grant you complex than revolvers, but nevertheless have
proficiency with handguns or longarms. But the heavy become increasingly popular.
weapons featured in this document uses a special rule Revolvers are relatively simple firearms that store
for exotic weapons. several rounds (usually six) in a revolving cylinder.
Most exotic weapons are either atypical in form or As the trigger is pulled, the cylinder revolves to
improved variations of other melee or ranged bring the next bullet in line with the barrel.
weapons. Because each exotic weapon is unique in Machine pistols are automatic weapons small
how it is manipulated and employed, a separate enough to be fired with one hand. Some are
proficiency is required for each one in order to add autoloader pistols modified to fire a burst of bullets
your proficiency bonus to the attack roll for any attack in a single pull of the trigger, while others are
you make with that weapon. modified submachine guns, cut down in size and
The GM can create exotic melee weapons using this weight to allow one-handed use.
rule. An exotic melee weapon don’t fit into the Beretta 92FS. The standard service pistol used by
categories of simple or martial weapons, and requires many military and law enforcement agencies.
a specific proficiency in order to add your proficiency
CIS ST Kinetics. The CIS is a handgun part
bonus to the attack rolls made with that weapon.
submachine gun, part machine pistol designed by
ST Kinetics of Singapore.
New Damage Type: Ballistic Colt Cobra. The Colt Cobra is a compact double-
action revolver with short barrel and cylinder.
Bullets shoot from firearms deals ballistic damage. Is a
Desert Eagle. Manufactured by Israeli Military
subtype of piercing damage, this means that all
ballistic damage counts as piercing damage, but not all
Industries, the Desert Eagle is the king of large-
piercing damage counts as ballistic damage. frame, heavy-caliber autoloaders. The version on
Table: Firearms fires the massive .50 Action
Express round. The Desert Eagle also comes in .
Properties 357 Magnum and .44 Magnum models.
Firearms use special ammunition, and some of Flintlock Pistol. An eighteenth century flintlock
them have the burst fire or reload properties. pistol. Some flintlocks are specially designed as
Ammunition. The ammunition of a firearm is dueling pistols, featuring elaborated decorations
destroyed upon use. Early and modern firearms use and sold in a luxury carved wooden box.
bullets. Glock 19. The Glock is typical of 9mm self-
Burst Fire. A weapon that has the burst fire loading pistols carried by many police officers and
property can make a normal single-target attack, or military personnel.
it can spray a 10-foot-cube area within normal Glock 40. A Glock autoloader chambered for the
range with shots. Each creature in the area must slightly more powerful 10mm round.
succeed on a DC 15 Dexterity saving throw or take Jericho 941 FS. The Jericho 941 is a
the weapon’s normal damage. This action uses ten semiautomatic pistol manufactured by Israeli
pieces of ammunition. Military Industries
Reload. A limited number of shots can be made S&W M&P 45 Shield. A popular .45
with a weapon that has a reload property. A semiautomatic pistol, short and easy to conceal.
Longarms
AA-12 (12-gauge shotgun) $2.000 2d8 ballistic 16lb. Ammunition (range 30/90), heavy, reload (20 shots), two-
handed
AKM/AK-47 (7.62mmR assault rifle) $1.000 2d8 ballistic 10lb. Ammunition (range 70/210), burst fire, reload (30 shots),
two-handed
Barret XM-109 (25x59mm antimaterial $3.000 2d12 ballistic 33lb. Ammunition (range 120/360), heavy, reload (5 shots), two-
rifle) handed
Benelli M4 S90 (12-gauge shotgun) $800 2d8 ballistic 8lb. Ammunition (range 30/90), reload (7 shots), two-handed
Colt M4 Carbine (5.56mm assault rifle) $1.800 2d8 ballistic 7lb. Ammunition (range 80/240), burst fire, reload (30 shots),
two-handed
FN F2000 (5.56mm assault rifle) $2.000 2d8 ballistic 8lb. Ammunition (range 80/240), burst fire, reload (30 shots),
two-handed
HK 433 (5.56mm assault rifle) $2.000 2d8 ballistic 7lb. Ammunition (range 80/240), burst fire, reload (30 shots),
two-handed
HK MP7A2 (4.6mm submachine gun) $2.000 2d6 ballistic 5lb. Ammunition (range 40/120), burst fire, reload (40 shots),
two-handed
HK MSG90 A2 (7.62mm sniper rifle) $2.100 2d10 ballistic 14lb. Ammunition (range 90/270), heavy, reload (20 shots), two-
handed
KSG-25 (12-gauge shotgun) $1.600 2d8 ballistic 9lb. Ammunition (range 30/90), reload (20 shots), two-handed
Musket (shot and powder) $1.500 1d12 ballistic 10lb. Ammunition (range 40/120), loading, two-handed, two-
handed
Sawed-off Shotgun (12-gauge) $400 2d8 ballistic 4lb. Special, ammunition (range 10/30), reload (2 shots)
Uzi (9mm submachine gun) $1.500 2d6 ballistic 8lb. Ammunition (range 40/120), burst fire, reload (20 shots),
two-handed
Winchester-94 (.444 hunting rifle) $400 2d10 ballistic 7lb. Ammunition (range 80/240), reload (6 shots), two-handed