- 5e Dmg Guns Second, each firearm automatically misfires on a natural 1 on attack, after which it requires a full minute to repair using Tinker's Tools (DC 10) before it can be used again. When a firearm misfires, you take damage as though you had been hit by the weapon and rolled minimum damage.
 - DnD 5e Dungeon Masters Guide.
 
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DMG Arms is dedicated to serving the shooting community and their firearms. We focus on keeping your firearms in finest condition for hunting the trophy of a lifetime, keeping your family safe and competition/sport shooting. We also take pride in providing our local law enforcement departments with the upkeep and repairs of the equipment that ensures not only the safety of citizens but we want.
A collection of variant rules useful for modern and futuristic firearms.
Armor Piercing[edit]
- Armor Piercing
 
Attacks with weapons or ammunition with the armor piercing trait are quite effective against armor, by either burning straight through it or passing through unsealed areas.
- Armor Piercing (-1). Targets with natural armor or worn armor and an AC of 14 or better take a -1 penalty to AC.
 - Armor Piercing (-2). Targets with natural armor or worn armor and an AC of 16 or better take a -2 penalty to AC, in addition to the benefits of armor piercing (-1).
 - Armor Piercing (-3). Targets with natural armor or worn armor and an AC of 18 or better take a -3 penalty to AC, in addition to the benefits of armor piercing (-1) and (-2).
 - Armor Piercing (-4). Targets with natural armor or worn armor and an AC of 20 or better take a -4 penalty to AC, in addition to the benefits of armor piercing (-1), (-2), and (-3).
 - Armor Piercing (-5). Targets with natural armor or worn armor and an AC of 22 or better take a -5 penalty to AC, in addition to the benefits of armor piercing (-1), (-2), (-3), and (-4).
 

The AC penalties do not stack together.
Burst Fire Nonproficiency[edit]
The DC of Dexterity saving throws made against firearms using burst fire (DMG p. 267) is 10 (not 15) if the attacker does not have proficiency with the weapon.
Burst Fire Proficiency[edit]
The DC of Dexterity saving throws made against firearms using burst fire (DMG p. 267) is 13 + the attacker's proficiency bonus (not 15) if the attacker has proficiency with the weapon. You may use this rule in conjunction with the Burst Fire Nonproficiency rule, above.
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Hearing Distance[edit]
Firearms are very noisy! The following table gauges how difficult it is to hear a gunshot or explosion, by the size of a weapon. There are four brackets, each of which determine the DC of a hearing-based Perception check to hear a gun being fired. The first bracket ('Automatic') is the maximum distance within which a weapon is so loud, it's impossible not to hear it unless you are deafened. Within that radius, you do not have to make a Perception check to hear it; it is automatically audible. Further away, it is increasingly less certain; the next three columns give a DC which must be passed to hear the sound of a firearm.
| Weapon Type | Automatic | DC 10 | DC 15 | DC 20 | 
|---|---|---|---|---|
| Suppressed or 'Silent' Firearm | 60 feet | 120 feet | 240 feet | 480 feet | 
| Light Pistol, Musket | 200 feet | 400 feet | 800 feet | 1,600 feet | 
| Grenade Launcher1, Heavy Pistol | 400 feet | 800 feet | 1,600 feet | 3,200 feet | 
| Rifle, Shotgun, Submachine Gun | 800 feet | 1,600 feet | 3,200 feet | 1¼ miles | 
| Machine Gun, Stun (Nonlethal) Grenade | 1,600 feet | 3,200 feet | 1¼ miles | 2½ miles | 
| Anti-Personnel Explosion, Grenade | 3,200 feet | 1¼ miles | 2½ miles | 5 miles | 
| Anti-Vehicle Explosion, Tank Cannon | 1¼ miles | 2½ miles | 5 miles | 10 miles | 
1This is the sound of a grenade launcher firing, not the sound of an exploding grenade, which is much louder (see further below on the table).
The DC of the Perception check assumes that the firearm is being used in a typical, relatively clear outdoors environment; the DC may be slightly lower when you are surrounded by stone or concrete (since those materials reflect sound, making it louder), or even lower in an enclosed space such as inside a building. On the other hand, the DC may be slightly higher in an environment such as a dense forest where there are many obstacles to diffuse the noise. Use common sense; it may be difficult to hear the sound of a pistol going off, even within the normally 'automatic' distance (necessitating a Perception check), if there is a very loud background noise, such as heavy machinery or fireworks.
Short Burst[edit]
Firearms with the short burst trait can, fire a number of rounds of ammunition with a single pull of the trigger. This is typically a three-round burst but could be anywhere between two and five.
When you make an attack with a firearm with this trait, you can choose to expend a single round of ammunition as normal, or fire a short burst and expend additional rounds of ammunition as indicated in the parenthesis. If you fire a short burst and successfully hit, you can re-roll a number of the damage die, as indicated in the parenthesis, accepting the new results.
For example, a bolter has short burst (2), so when you attack you expend three rounds of ammunition and re-roll two of the damage die if you successfully hit.
Scope[edit]
Firearms with the scope trait have a scope which facilitates extreme long-range engagements.
If you have not moved since the end of your last turn, you can use an action to aim down the scope of a firearm that has this trait at a specific target. Once you do so, you are incapacitated and your speed becomes 0 until the start of your next turn. However, the first attack you make against the target at the start of your next turn is made as if the firearm has a different range value (listed in parentheses), with no long range at which attacking imposes disadvantage on your attack roll.
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Simple Weapons
| Name | Cost | Damage | Weight | Properties | 
|---|---|---|---|---|
| Club | 1 Sp | 1D4 Bludgeoning | 2 Lbs | Light | 
| Dagger | 2 Gp | 1D4 Piercing | 1 Lbs | Finesse, Light, Thrown (20/60) | 
| Great-Club | 2 Sp | 1D8 Bludgeoning | 10 Lbs | Two-Handed | 
| Hand-Axe | 5 Gp | 1D6 Slashing | 2 Lbs | Light, Thrown (20/60) | 
| Javelin | 5 Sp | 1D6 Piercing | 2 Lbs | Thrown (30/120) | 
| Light Hammer | 2 Gp | 1D4 Bludgeoning | 2 Lbs | Light, Thrown (20/60) | 
| Mace | 5 Gp | 1D6 Bludgeoning | 4 Lbs | - | 
| Quarterstaff | 2 Sp | 1D6 Bludgeoning | 4 Lbs | Versatile (1D8) | 
| Sickle | 1 Gp | 1D4 Slashing | 2 Lbs | Light | 
| Spear | 1 Gp | 1D6 Piercing | 3 Lbs | Thrown (20/60), Versatile (1D8) | 
Simple Ranged Weapons
| Name | Cost | Damage | Weight | Properties | 
|---|---|---|---|---|
| Crossbow, Light | 25 Gp | 1D8 Piercing | 5 Lbs | Ammunition, Range (80/320), Loading, Two-Handed | 
| Dart | 5 Cp | 1D4 Piercing | 1/4 Lbs | Finesse, Thrown (20/60) | 
| Shortbow | 25 Gp | 1D6 Piercing | 2 Lbs | Ammunition, Range (80/320), Two-Handed | 
| Sling | 1 Sp | 1D4 Piercing | - | Ammunition, Range (30/120) | 
Martial Weapons
| Name | Cost | Damage | Weight | Properties | 
|---|---|---|---|---|
| Battleaxe | 10 Gp | 1D8 Slashing | 4 Lbs | Versatile (1D10) | 
| Flail | 10 Gp | 1D8 Bludgeoning | 2 Lbs | - | 
| Glaive | 20 Gp | 1D10 Slashing | 6 Lbs | Heavy, Reach, Two-Handed | 
| Greataxe | 30 Gp | 1D12 Slashing | 7 Lbs | Heavy, Two-Handed | 
| Great-sword | 50 Gp | 2D6 Slashing | 6 Lbs | Heavy, Two-Handed | 
| Halberd | 20 Gp | 1D10 Slashing | 6 Lbs | Heavy, Reach, Two-Handed | 
| Lance | 10 Gp | 1D12 Piercing | 6 Lbs | Reach, Special | 
| Long-sword | 15 Gp | 1D8 Slashing | 3 Lbs | Versatile (1D10) | 
| Maul | 10 Gp | 2D6 Bludgeoning | 10 Lbs | Heavy, Two-Handed | 
| Morning-star | 15 Gp | 1D8 Piercing | 4 Lbs | - | 
| Pike | 5 Gp | 1D10 Piercing | 18 Lbs | Heavy, Reach, Two-Handed | 
| Rapier | 25 Gp | 1D8 Piercing | 2 Lbs | Finesse | 
| Scimitar | 25 Gp | 1D6 Slashing | 3 Lbs | Finesse, Light | 
| Short-sword | 10 Gp | 1D6 Piercing | 2 Lbs | Finesse, Light | 
| Trident | 5 Gp | 1D6 Piercing | 4 Lbs | Thrown (20/60), Versatile (1D8) | 
| War pick | 5 Gp | 1D8 Piercing | 2 Lbs | - | 
| War-hammer | 15 Gp | 1D8 Bludgeoning | 2 Lbs | Versatile (1D10) | 
| Whip | 2 Gp | 1D4 Slashing | 3 Lbs | Finesse, Reach | 
Martial Ranged Weapons
| Name | Cost | Damage | Weight | Properties | 
|---|---|---|---|---|
| Blowgun | 10 Gp | 1 Piercing | 1 Lbs | Ammunition, Range (25/100), Loading | 
| Crossbow, Hand | 75 Gp | 1D6 Piercing | 3 Lbs | Ammunition, Range (30/120), Light, Loading | 
| Crossbow, Heavy | 50 Gp | 1D10 Piercing | 18 Lbs | Ammunition, Range (100/400), Heavy, Loading, Two-Handed | 
| Longbow | 50 Gp | 1D8 Piercing | 2 Lbs | Ammunition, Range (150/600), Heavy, Two-Handed | 
| Net | 1 Gp | - | 3 Lbs | Special, Thrown (5/15) | 
Ammunition
Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
Heavy
Small creatures have disadvantage on attack rolls with heavy weapons.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Reach
This weapon adds 5 feet to your reach when you attack with it.
Special
A weapon with the special property has unusual rules governing its use.
Thrown
Dmg 5e Guns Gun

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed
This weapon requires two hands to use.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property the damage when the weapon is used with two hands to make a melee attack.
Silvered Weapons
Some monsters that have immunity or resistance to non-magical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 Gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
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Special Weapons
Weapons with special rules are described here.
Lance
Dmg 5e Gunslinger
You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Net
Dmg 5e Guns Review
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are form less, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
