Flare Gun (5e Equipment)

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Flare Gun

Simple Ranged Weapons
Weapon Cost Damage Weight Properties
Flare Gun 25gp Varies by load 2 lb. Ammunition (Range 60/120 ft.), Reload (1 shot), Special

Flare guns are a common device which could be readily mistaken for some manner of weapon. Flare guns however are first and foremost intended to project burning pyrotechnic charges high into the air for the purposes of signaling and illumination

Signaling

When used as intended, and loaded with a signaling charge. The flare gun projects a brightly burning pyrotechnic charge high into the air which will be momentarily visible for miles around (Varies by terrain but typically 1D6+1 miles)

Illumination

When used as intended, and loaded with an illumination charge. The flare gun projects a pyrotechnic charge into the air which burns with the intensity of the sun for several rounds casting bright light out in a 60’ radius directly below the flare and dim light out another 60’ beyond that. These flares will burn in air for 1D4+2 rounds before going out.

Combat

When pressed into service as a weapon a flare gun's properties depend on the loaded charge. For example A signaling charge will strike and burn the target dealing 1D4 fire damage before fizzling out very quickly. An illumination charge on the other hand will strike and burn the target for 1D4 fire damage but will continue to burn for 1D4 rounds inflicting 2 fire damage at the start of each successive round. If either is used in this way, any flammable object hit will ignite if it isn't being worn or carried.


While it is not a weapon this fact has not stopped some… Intrepid… individuals from making uniquely combat suited cartridges for them. Below are just a few examples

  • Slugs share the same range as the conventional flares and deal 1D6 piercing damage.
  • Shot fires in a cone effect, dealing 2D4 piercing damage out to 30’ and 1d4 Piercing damage out to 60’. An attack roll is not necessary, however all creatures in this area may make a DC13 Dexterity save to take half damage.
  • Squib (explosive) charges have a maximum range of 30’. An attack roll is not necessary. All creatures within a 5’ radius of the targeted square or creature must make a DC13 dexterity saving throw or suffer 2D6 bludgeoning damage.
  • Incendiary charges are very similar to flares and share the same range as them, however their compounds are mixed in such a way as to make them sticky and burn longer making them uniquely suited to lighting targets on fire. A single target or 5’ square may be targeted and if the attack is successful the target takes 1D4 fire damage and an additional 1D4 fire damage on the start of each of its turns until it is extinguished or takes an action and successfully makes a DC10 dexterity check to extinguish the flames itself.
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