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time must be taken to reload.

After it has been used a number


���������������� of designated times, you must use either an action or bonus
action to reload it before being able to use it again. When
The Player's Handbook and Dungeon Master's Guide present reloading the weapon, you may load up to a number of uses
numerous �lexible, re�lavorable options for weapons and other equal to its reload limit.
equipment that adventurers might seek to purchase and use
during their travels. However, not all of the possible options �������������������
and ideas that players might desire for their characters to have
are already represented. Weapons are described here in alphabetical order (from A-Z). If
In this section, more options have been created with the a type of weapon has special rules related to its use, their
hopes that players will not feel as constrained by the already effects are contained within its description.
precedented options of this edition. All of the equipment Blunderbuss. A wide-barreled �irearm that excels in close-
presented herein follow the same rules of use as the ones quarters combat. Unlike most �irearms, it requires two packets
presented inside the Player's Handbook, in addition to any of ammunition for each shot. However, using the weapon while
special properties detailed here. within 5 feet of a hostile creature doesn't impose disadvantage
on your attack roll. If you make an attack with a blunderbuss
���������������� against a creature within 10 feet of you, the attack has
advantage.
Exotic equipment represents weapons and armor that are not Any creature that does not have a Strength score of 13 or
typical or a rarity in most fantasy settings. Unlike most higher that makes an attack with a blunderbuss must succeed
weapons or armor, there is no normal way to gain pro�iciency on a DC 10 Strength saving throw each time they �ire one. On a
with these items. Pro�iciency must instead be acquired through failed save, they are knocked prone.
training or feats, or worked out in advance with your DM. The Double Barrel. As its name would imply, a double barrel is
availability and cost of these items should also be con�irmed a �irearm of similar make and size to a blunderbuss, though
with your DM, as the costs for each in this section are merely slightly more focused at its mouth. It also possesses two barrels
suggestions as a minimum value. out of which shots are �ired. Unlike most �irearms, it requires
two packets of ammunition for each shot. However, using the
�������������� weapon while within 5 feet of a hostile creature doesn't impose
Exotic weapons are weapons that are greatly foreign, use a disadvantage on your attack roll. When initiating an attack
specialized �ighting style, or have some secret method of use using a double barrel, you can choose to �ire both barrels at
that only those trained in them could properly utilize. Firearms once, instead of just one. If the attack hits, it does an additional
and other sorts of strange weapons are detailed in this section. die of damage.
Firearms. Firearms are a more "futuristic" type of weapon Any creature that does not have a Strength score of 13 or
that might be used in more technologically advanced worlds. higher that makes an attack with a double barrel must succeed
Muskets, pistols, revolvers and blunderbusses are all �irearms. on a DC 10 Strength saving throw each time they �ire one. On a
Firearms take metal pellet cartridges as ammunition. Such failed save, they are knocked prone.
cartridges are regularly sold for 1 gp (1/4 lb. each), and each Musket. Muskets are staff-shaped �irearms that are built for
contains enough black powder and a pellet for a single shot. deadly precision at a longer range. Their shots travel far, though
Once used, pellets tend to shatter and become unusable, and become highly inaccurate over large distances.
the black powder is burned up. Pistol. The most basic of all �irearms, pistols are single-shot
Firearms, when �ired, create a lot of noise as a result of the weapons used at close to moderate combat ranges.
ignition of the black powder. It is unlikely someone that �ires Revolver. A modi�ied type of pistol used by more skilled
one will remain unnoticed for very long after doing so. As a gunslingers, revolvers have a spinning chamber that rotates
general rule of thumb, when a �irearm is discharged the sound and holds additional shots that can be �ired before needing to
is clearly audible out to a range of 1000 feet at minimum be reloaded.
Rifle. A specialized version of the musket, the ri�le is
����������������� incredibly slow to reload. However, ri�ling on the inside of the
Much of the equipment presented here has specialized barrel makes it deadly accurate at extreme ranges. Unlike a
properties related to their use, as shown in the Weapons table. normal weapon with the Reloading property, you must use an
Exploding. The weapon is particularly powerful, but also action to reload a ri�le.
quite volatile. Weapons with the exploding property do not gain
additional damage dice upon scoring a critical hit. However, if
you roll the maximum value on one of the weapon's damage
dice, you may roll the die again and add it to the total damage
dealt. You may only add additional dice in this way a number of
times equal to the number of original damage dice that would
have been rolled for the attack.
So, a Rogue using a musket and rolling a 12 on its damage die
may roll an additional d12 and add it to the result. However,
they may not roll an additional die for any of their Sneak Attack
damage dice that rolled a 6.
Reload. This weapon holds a limited number of used before

1
Exotic Weapons
Name Cost Damage Weight Properties
Exotic Ranged
Weapons
700 Ammunition (range 20/60), exploding, heavy, reload (1), special, two-
Blunderbuss 3d6 piercing 12 lb.
gp handed
750 1d12 Ammunition (range 20/80), exploding, heavy, reload (2), special, two-
Double Barrel 10 lb.
gp piercing handed
500
Musket 2d6 piercing 10 lb. Ammunition (range 250/500), exploding, reload (1), two-handed
gp
400
Pistol 2d4 piercing 3 lb. Ammunition (range 40/120), exploding, light, reload (1)
gp
600
Revolver 1d8 piercing 4 lb. Ammunition (range 40/120), exploding, light, reload (4)
gp
650 Ammunition (range 250/1500), exploding, heavy, reload (1), special,
Rifle 2d6 piercing 15 lb.
gp two-handed

��������������� ������������������
Your �ingers are as swift as the �lickering strike of a serpent. Your expertise with ranged weaponry allows you to unleash a
You gain the following bene�its: devastating barrage of attacks. You gain the following bene�its:

• You gain pro�iciency with Pistols and Revolvers, if you did • You gain pro�iciency with Blunderbusses and Double
not have it already. Barrels, if you did not have it already.
• When you start your turn while holding a weapon with the • Once on each of your turns, when you hit a creature with a
Reload property, you automatically reload one use. ranged attack using a weapon with the Exploding property,
• When a creature moves while within 15 feet of you, you can you can push them back up to 10 feet away from you.
use your reaction to make an opportunity attack using a • While holding a ranged weapon that has the two-handed
ranged weapon that you are holding. property, you can attempt to shoot a cluster of projectiles as
an action. Choose a point within your weapon's range. All
�������������� creatures within 5 feet of that point must make a Dexterity
saving throw, the DC of which is 8 + your attack roll modi�ier
Your keen eye and steady aim make you a master of ranged for the weapon. On a failure, a target takes half of the
combat. You gain the following bene�its: weapon's normal damage. If you would have had advantage
on an attack roll against an affected creature, they make
• You gain pro�iciency with Muskets and Ri�les, if you did not their saving throw with disadvantage, and vice versa if you
have it already. would have had disadvantage on the attack roll.
• When making an attack using a weapon that has the
Exploding property, you can roll additional damage dice on
a critical hit as normal. Bonus dice from a crit do not roll any
additional dice when rolling their maximum value.
• If you make an attack with a ranged weapon while prone,
you ignore the disadvantage normally imposed by the prone
condition. If you would otherwise have no other source of
disadvantage on your attack roll, you make your attack with
advantage.

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