For other uses of Weapon, see Weapon (disambiguation).
Feb 17, 2015 D&D DMG Optional Rules- Weapons Dungeons and Dragons 5th Edition Dungeon Masters Guide Dungeon Masters Guide pg 267 Nerdarchy delving back into the Dungeon Masters Guide to discuss optional weapons. In this episode, I take a shot at describing a few ways to incorporate guns into D&D games. Gun-Shop 5e Healing Ammunition. Gun-Shop 5e How Expensive Do I Make Magic Ammunition. Gun-Shop 5e Javelin Ammunition. Gun-Shop 5e Magic Ammunition. Gun-Shop 5e Magic Ammunition Dmg Rules. Gun-Shop 5e Magic Ammunition Prices. Gun-Shop 5e Magical Bows Plus Magical Ammunition. Gun-Shop 5mm Remington Magnum Ammunition For Sale. You’ll notice that my homebrew firearms borrow from Pathfinder and the D&D 5th editions DMG materials, but have lower damage table guns match up with their equivalent crossbow. For example the Flintlock Pistol matches up nicely with the Light Crossbow, each doing 1d8 piercing damage, but the gun can be held in one hand and the crossbow has a longer range. The 3.5e Dungeon Master's Guide has some rules for firearms in the Building a Different World section (p144). Page 145 provides details for Renaissance weapons: pistol, musket, bomb and smokebomb. It also provides some details and considerations for how gunpowder and firearms work. If we're going black powder muskets, and not more modern firearms, the reload time should be obnoxiously long. They took so long that, if you wanted to shoot someone more than once in a fight, you'd either have a double-barreled pistol, or you'd have a big brace of pistols around your stomach or something, and just fire once then throw it to the ground so you can grab another one quickly.
This material is published under the OGL
1Weapons
Weapons[edit]
Masterwork Weapons
Weapon Categories
Simple, Martial, and Exotic Weapons
Melee and Ranged Weapons
Light, One-Handed, and Two-Handed Melee Weapons
Weapon Size
Improvised Weapons
Weapon Qualities
Cost
Damage
Critical
Range Increment
Weight
Type
Special
Weapons by Property[edit]
Simple, Martial, and Exotic
Light, One-Handed, and Two-Handed
Melee and Ranged
Damage Type
Special
Simple
Martial
Exotic
Light
One-Handed
Two-Handed
Melee
Ranged
Projectile (Ammunition)
Bludgeoning
Piercing
Slashing
Improvised
Monk
Nonlethal
Weapons by Grouping[edit]
Axe
Bow
Crossbow
Hammer
Maces
Polearm
Spear
Sword
Weapon Descriptions[edit]
Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below. Splash weapons are described under Special Substances and Items. https://ninreview.netlify.app/dmg-oceanside.html.
Specifically that it is effected by a rust monster’s antennae attack, is attracted to magnets and can become magnetized. It is not a game breaking change in any case.Like. Dmg 5e properties list. I’m sorry but I can’t recall where I got those numbers. It has so many properties in common with iron in this regard that it is considered another ferrous metal.Of course, as the DM of your D&D game, you can have Adamantine non-ferrous if choose.
Guns Dmg 5e 3
Table: Weapons
Simple Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight1
Type2
Unarmed Attacks
Gauntlet
2 gp
1d2
1d3
×2
—
1 lb.
Bludgeoning
Unarmed strike
—
1d23
1d33
×2
—
—
Bludgeoning
Light Melee Weapons
Dagger
2 gp
1d3
1d4
19–20/×2
10 ft.
1 lb.
Piercing or slashing
Dagger, punching
2 gp
1d3
1d4
×3
—
1 lb.
Piercing
Gauntlet, spiked
5 gp
1d3
1d4
×2
—
1 lb.
Piercing
Mace, light
5 gp
1d4
1d6
×2
—
4 lb.
Bludgeoning
Sickle
6 gp
1d4
1d6
×2
—
2 lb.
Slashing
One-Handed Melee Weapons
Club
—
1d4
1d6
×2
10 ft.
3 lb.
Bludgeoning
Mace, heavy
12 gp
1d6
1d8
×2
—
8 lb.
Bludgeoning
Morningstar
8 gp
1d6
1d8
×2
—
6 lb.
Bludgeoning and piercing
Shortspear
1 gp
1d4
1d6
×2
20 ft.
3 lb.
Piercing
Two-Handed Melee Weapons
Longspear4
5 gp
1d6
1d8
×3
—
9 lb.
Piercing
Quarterstaff5
—
1d4/1d4
1d6/1d6
×2
—
4 lb.
Bludgeoning
Spear
2 gp
1d6
1d8
×3
20 ft.
6 lb.
Piercing
Ranged Weapons
Crossbow, heavy
50 gp
1d8
1d10
19–20/×2
120 ft.
8 lb.
Piercing
Bolts, crossbow (10)
1 gp
—
—
—
—
1 lb.
—
Crossbow, light
35 gp
1d6
1d8
19–20/×2
80 ft.
4 lb.
Piercing
Bolts, crossbow (10)
1 gp
—
—
—
—
1 lb.
—
Dart
5 sp
1d3
1d4
×2
20 ft.
1/2 lb.
Piercing
Javelin
1 gp
1d4
1d6
×2
30 ft.
2 lb.
Piercing
Sling
—
1d3
1d4
×2
50 ft.
0 lb.
Bludgeoning
Bullets, sling (10)
1 sp
—
—
—
—
5 lb.
—
Martial Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight1
Type2
Light Melee Weapons
Axe, throwing
8 gp
1d4
1d6
×2
10 ft.
2 lb.
Slashing
Hammer, light
1 gp
1d3
1d4
×2
20 ft.
2 lb.
Bludgeoning
Handaxe
6 gp
1d4
1d6
×3
—
3 lb.
Slashing
Kukri
8 gp
1d3
1d4
18–20/×2
—
2 lb.
Slashing
Pick, light
4 gp
1d3
1d4
×4
—
3 lb.
Piercing
Sap
1 gp
1d43
1d63
×2
—
2 lb.
Bludgeoning
Shield, light
special
1d2
1d3
×2
—
special
Bludgeoning
Spiked armor
special
1d4
1d6
×2
—
special
Piercing
Spiked shield, light
special
1d3
1d4
×2
—
special
Piercing
Sword, short
10 gp
1d4
1d6
19–20/×2
—
2 lb.
Piercing
One-Handed Melee Weapons
Battleaxe
10 gp
1d6
1d8
×3
—
6 lb.
Slashing
Flail
8 gp
1d6
1d8
×2
—
5 lb.
Bludgeoning
Longsword
15 gp
1d6
1d8
19–20/×2
—
4 lb.
Slashing
Pick, heavy
8 gp
1d4
1d6
×4
—
6 lb.
Piercing
Rapier
20 gp
1d4
1d6
18–20/×2
—
2 lb.
Piercing
Scimitar
15 gp
1d4
1d6
18–20/×2
—
4 lb.
Slashing
Shield, heavy
special
1d3
1d4
×2
—
special
Bludgeoning
Spiked shield, heavy
special
1d4
1d6
×2
—
special
Piercing
Trident
15 gp
1d6
1d8
×2
10 ft.
4 lb.
Piercing
Warhammer
12 gp
1d6
1d8
×3
—
5 lb.
Bludgeoning
Two-Handed Melee Weapons
Falchion
75 gp
1d6
2d4
18–20/×2
—
8 lb.
Slashing
Glaive4
8 gp
1d8
1d10
×3
—
10 lb.
Slashing
Greataxe
20 gp
1d10
1d12
×3
—
12 lb.
Slashing
Greatclub
5 gp
1d8
1d10
×2
—
8 lb.
Bludgeoning
Flail, heavy
15 gp
1d8
1d10
19–20/×2
—
10 lb.
Bludgeoning
Greatsword
50 gp
1d10
2d6
19–20/×2
—
8 lb.
Slashing
Guisarme4
9 gp
1d6
2d4
×3
—
12 lb.
Slashing
Halberd
10 gp
1d8
1d10
×3
—
12 lb.
Piercing or slashing
Lance4
10 gp
1d6
1d8
×3
—
10 lb.
Piercing
Ranseur4
10 gp
1d6
2d4
×3
—
12 lb.
Piercing
Scythe
18 gp
1d6
2d4
×4
—
10 lb.
Piercing or slashing
Ranged Weapons
Longbow
75 gp
1d6
1d8
×3
100 ft.
3 lb.
Piercing
Arrows (20)
1 gp
—
—
—
—
3 lb.
—
Longbow, composite
100 gp
1d6
1d8
×3
110 ft.
3 lb.
Piercing
Arrows (20)
1 gp
—
—
—
—
3 lb.
—
Shortbow
30 gp
1d4
1d6
×3
60 ft.
2 lb.
Piercing
Arrows (20)
1 gp
—
—
—
—
3 lb.
—
Shortbow, composite
75 gp
1d4
1d6
×3
70 ft.
2 lb.
Piercing
Arrows (20)
1 gp
—
—
—
—
3 lb.
—
Exotic Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range Increment
Weight1
Type2
Light Melee Weapons
Kama
2 gp
1d4
1d6
×2
—
2 lb.
Slashing
Nunchaku
2 gp
1d4
1d6
×2
—
2 lb.
Bludgeoning
Sai
1 gp
1d3
1d4
×2
10 ft.
1 lb.
Bludgeoning
Siangham
3 gp
1d4
1d6
×2
—
1 lb.
Piercing
One-Handed Melee Weapons
Sword, bastard
35 gp
1d8
1d10
19–20/×2
—
6 lb.
Slashing
Waraxe, dwarven
30 gp
1d8
1d10
×3
—
8 lb.
Slashing
Whip4
1 gp
1d23
1d33
×2
—
2 lb.
Slashing
Two-Handed Melee Weapons
Axe, orc double5
60 gp
1d6/1d6
1d8/1d8
×3
—
15 lb.
Slashing
Chain, spiked4
25 gp
1d6
2d4
×2
—
10 lb.
Piercing
Flail, dire5
90 gp
1d6/1d6
1d8/1d8
×2
—
10 lb.
Bludgeoning
Hammer, gnome hooked5
20 gp
1d6/1d4
1d8/1d6
×3/×4
—
6 lb.
Bludgeoning/piercing
Sword, two-bladed5
100 gp
1d6/1d6
1d8/1d8
19–20/×2
—
10 lb.
Slashing
Urgrosh, dwarven5
50 gp
1d6/1d4
1d8/1d6
×3
—
12 lb.
Slashing/piercing
Ranged Weapons
Bolas
5 gp
1d33
1d43
×2
10 ft.
2 lb.
Bludgeoning
Crossbow, hand
100 gp
1d3
1d4
19–20/×2
30 ft.
2 lb.
Piercing
Bolts (10)
1 gp
—
—
—
—
1 lb.
—
Crossbow, repeating heavy
400 gp
1d8
1d10
19–20/×2
120 ft.
12 lb.
Piercing
Bolts (5)
1 gp
—
—
—
—
1 lb.
—
Crossbow, repeating light
250 gp
1d6
1d8
19–20/×2
80 ft.
6 lb.
Piercing
Bolts (5)
1 gp
—
—
—
—
1 lb.
—
Net
20 gp
—
—
—
10 ft.
6 lb.
—
Shuriken (5)
1 gp
1
1d2
×2
10 ft.
1/2 lb.
Piercing
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
When two types are given, the weapon is both types if the entry specifies “and,” either type (player’s choice at time of attack) if the entry specifies “or,” or each end of the double weapon is a different type if the entry specifies “/.”
The weapon deals nonlethal damage rather than lethal damage.
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