D&D 5e 1900 Firearms
D&D 5e 1900 Firearms
D&D 5e 1900 Firearms
Firearms
Name Cost Damage Weight Properties
Handguns
Basic Revolver 10 gp 1d8 piercing 2 lb. Ammunition (100/400), Loud, Light, Manual, Reload (5)
Auto Pistol 30 gp 2d6 piercing 2 lb. Ammunition (100/400), Loud, Light, Reload (8)
Pistol Bullets (10) 2 sp
Shotguns
Double-Barrel Shotgun 20 gp 4d4 piercing 6 lb. Ammunition (30/90), Loud, Reload (2), Slugs, Super-Shot, Two-Handed
Pump Shotgun 50 gp 4d6 piercing 8 lb. Ammunition (30/90), Loud, Reload (6), Slugs, Two Handed
Shotgun ammo (10) 2 sp
Rifles
Carbine 40 gp 2d6 piercing 6 lb. Ammunition (150/600), Loud, Reload (6), Two-Handed
Bolt-Action Rifle 50 gp 2d8 piercing 9 lb. Ammunition (1000/4000), Loud, Manual, Reload (10), Two-Handed
Rifle ammo (10) 2 sp
Firearm Properties
All firearms have special properties related to their use as
shown in the Firearms table.
Ammunition. Refer to the "Ammunition" property in the
Player's Handbook on page 146.
Loud. Weapons with this property create a loud "bang*
sound when fired.
Light. Refer to the "Light"property in the Player's
Handbook on page 147.
Manual. Weapons with this property force the user to
chamber or prime a round. Because of this, firearms with this
property can only be fired once per action or reaction,
regardless if the user can take multiple attacks with one
action.
Reload (#). A limited number of shots, indicated by the
number in parenthases, can be made with a weapon that has
the reload property. A character must then reload the weapon
using an action.
Slugs. A weapon can use a special type of ammunition.
This ammo deals 2d8 piercing damage and has a range of
80/120ft
Super-Shot. As a bonus action, you can fire both of your
shots at a target. You have advantage on the attack roll, and
double your damage dice if the attack hits. You must have at
least 2 pieces of ammunition loaded to use this property.
Two-Handed. Ths weapon can only be wielded with two
hands.