Helldiver Weapons (5e Variant Rule)
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Expanded Weapon Actions[edit]
These extra options to use in tandem with the weapons presented
Actions
- Light'em up: You can make an additional attack as a bonus action.
- Overwatch: You can make an additional attack as a bonus action.
- Quickload: You can make an additional attack as a bonus action.
- Suppression: You can make an additional attack as a bonus action.
Penetration type[edit]
Additional Properties[edit]
- Long Reload-: Reloading this weapon requires an action. If your weapon has the Heavy property, it requires an action and bonus action or reaction to reload.
- Automatic: You can make an additional attack as a bonus action.
- Scope: As a bonus action you can negate the disadvantage on all long-range attacks you make with this weapon this turn
- Plasma: whenever a target takes damage from this weapon with this property
- Freezing: whenever a target takes damage from this weapon with this property
- Burning: whenever a target takes damage from this weapon with this property
- Acid: whenever a target takes damage from this weapon with this property
- Gas: this weapon leaves behind a cloud of noxious and acidic fumes
- Blast (x): Every creature within the blast radius in X feet is affected by the attack roll.
- Spray (x): this weapon fires a cone equal to 5 times (x) creatures caught in the cone must make a DC (
- Silenced: Attacking with this ranged weapon does not reveal one’s position.
- Burst (x): Each attack with this weapon uses x amount of ammunition.
- Mine: Can be placed as an action. If a creature comes within 5 feet of it after 6 seconds (the creature who placed it’s next turn) everyone in the blast radius must make a DC 20 Dex save, and the mine is destroyed.
- Bolt: After attacking, you must manually re-cock the weapon’s bolt as an action or bonus action to use it again.
- Battery: after a turn of not being fired the weapon
- Round Reload: this weapon only loads one piece of ammo per use of the reload action.
- Holdout: Weapons with the holdout property have advantage on checks to conceal them.
- Weapons with the Heavy property use Strength instead of Dexterity and halve the user’s movement speed while in use.
- Shotguns add their proficiency bonus to damage rolls instead of attack rolls.
- Attacks made against creatures unaware of the attacker deal twice as much damage.
- Thrown and Melee Weapons can use Strength or Dexterity for attack rolls, but you cannot add any modifiers to thrown damage rolls.
- If an Explosive weapon does not hit, it still deals half damage.
Side Arms[edit]
Pistols[edit]
- Note: All pistols have the Light property.
Name | Damage Type | Damage | Range | Weight | Armor Pen | Mag | Properties | Pen Type |
---|---|---|---|---|---|---|---|---|
Ballistic Pistols | ||||||||
.22 Pistol (Silenced) | 25 | 1d6 | 40/80 | 3 lb. | .22 Caliber | 16 | Silenced, Holdout | |
.32 Revolver | 30 | 1d8 | 30/120 | 1.5 lb. | .32 Magnum | 5 | Holdout | |
.357 Revolver | 40 | 1d10 | 50/150 | 2.5 lb. | .357 Magnum | 6 | p | |
.44 Revolver | 65 | 2d6 | 60/120 | 3 lb. | .44 Magnum | 6 | p | |
Single Action Revolver | 70 | 2d10 | 80/120 | 3 lb. | .45 | 6 | Long reload | |
.50 Revolver | 150 | 6d6 | 80/140 | 6 lb. | .50 MG | 6 | P | |
.44 Pistol (Desert Eagle) | 60 | 2d8 | 30/120 | 4 lb. | .44 Magnum | 8 | p | |
.45 Auto Pistol (Colt) | 70 | 2d6 | 90/180 | 2.5 lb. | .45 | 7 | p | |
9mm Pistol | 40 | 1d6 | 50/100 | 2 lb. | 9mm | 13 | p | |
9mm Mauser (Chinese Pistol) | 25 | 1d6 | 30/160 | 2 lb. | 9mm | 9 | p | |
10mm Pistol | 50 | 2d4 | 50/150 | 3 lb. | 10mm | 12 | p | |
5.56mm Pistol (.223 Pistol) | 60 | 2d6 | 50/200 | 5 lb. | 5.56mm | 5 | p | |
12.7mm Pistol (12mm Pistol) | 90 | 2d8 | 90/120 | 3.5 lb. | 12.7mm | 6 | p | |
Black Powder Pistol | 110 | 2d12 | 90/120 | 3 lb. | .50 Ball | 1 | Long Reload | |
Gauss Pistol | 100 | 3d6 | 90/180 | 5 lb. | 2mm EC | 12 | p | |
Hunting Revolver | 80 | 2d10 | 50/200 | 4 lb. | .45-70 Gov't | 5 | Scope | |
Pipe .38 Pistol | 20 | 1d4 | 20/80 | 2.5 lb. | .38 Caliber | 13 | p | |
Pipe .45 Revolver | 30 | 1d6 | 30/90 | 4 lb. | .45 | 6 | p | |
Pipe .308 Bolt-Action Pistol | 30 | 1d8 | 40/120 | 3.5 lb. | .308 Caliber | 6 | p | |
Police Pistol | 75 | 1d12 | 90/120 | 3 lb. | .357 Magnum | 6 | Holdout | |
Ranger Sequoia | 90 | 3d10 | 50/200 | 4 lb. | .45-70 Gov't | 5 | p | |
Zip Gun | 45 | 1d6 | 60/120 | 1 lb. | 10mm | 1 | Holdout | |
Needler Pistol | 60 | 3d6 | 50/150 | 4 lb. | Hypo Cartridge | 10 | p | |
Energy Pistols | ||||||||
Laser Pistol | 65 | 2d4 | 100/150 | 3 lb. | Small Energy Cell | 30 | p | |
Microwave Emitter | 85 | 2d12 | 50/80 | 8 lb. | MicroFusion Cell | 5 | Poison | |
Plasma Defender | 50 | 2d6 | 30/180 | 2 lb. | Small Energy Cell | 16 | p | |
Plasma Pistol | 45 | 1d12 | 30/180 | 3 lb. | Plasma Cartridge | 16 | p | |
Recharger Pistol | 70 | 2d4 | 100/150 | 7 lb. | MicroFusion Breeder | 20 | p | |
Stun Gun | 15 | 1d4 | 20/40 | 1.5 lb. | Small Energy Cell | 5 | On a hit, target is grappled until the end of your next turn. Holdout | |
Gamma Gun | 60 | 3d8 | 30/120 | 3 lb. | Small Energy Cell | 8 | Deals rads instead of damage | |
Acid Soaker | 85 | 3d4 | 10/40 | 3.5 lb | Acid Canister | 15 | ||
Explosive Pistols | ||||||||
Grenade Pistol | 45 | 2d6 | 20/60 | 3 lb. | 40mm Grenade | 1 | Blast (5) | |
Flamer Pistol | 35 | 1d12 | 10/20 | 8 lb. | Fuel Canister | 3 | Burning | |
Flare Gun | 20 | 1d4 | 30/240 | 2 lb. | 26.5mm Flare | 1 | Burning | |
Melee Pistol | ||||||||
Dart Gun | 40 | 1d6 | 30/60 | 2 lb. | Darts | 1 | Long reload, Poison (w/ poison darts), Silenced, Holdout |
Rifles[edit]
- Unless stated otherwise, all rifles are 2-handed.
Name | Damage Type | Damage | Range | Weight | Ammo | Mag | Properties | Appearances |
---|---|---|---|---|---|---|---|---|
Ballistic Rifles | ||||||||
7.62mm Rifle (FN FAL) | 83 | 4d4 | 65/700 | 9 lb. | 7.62mm | 20 | p | Tactics |
Assault Carbine | 45 | 1d12 | 30/300 | 10 lb. | 5mm | 24 | Burst (4), Automatic | NV |
Assault Rifle (R91) | 65 | 2d6 | 60/300 | 7.5 lb. | 5.56mm | 30 | Burst (3), Automatic | 3 |
Battle Rifle (M1 Garand) | 85 | 3d4 | 90/360 | 9.5 lb. | .308 Caliber | 8 | p | NV |
BB Gun | 30 | 1 | 50/200 | 2 lb. | BB | 100 | p | 1, 2, Tactics, 3, NV |
Black Powder Rifle | 105 | 5d6 | 30/120 | 6 lb. | .50 Ball | 1 | p | 76 |
Brush Gun | 125 | 6d4 | 100/300 | 7 lb. | .45-70 Gov’t | 6 | Bolt | NV |
Caseless Assault Rifle (H&K G11) | 100 | 3d8 | 60/180 | 8.5 lb. | 4.7mm | 50 | Automatic | 2 |
Chinese Assault Rifle (Type 93) | 75 | 2d8 | 60/300 | 8 lb. | 5.56mm or 7.62mm | 24 | Automatic, Burst (3) | 3 |
Combat Rifle | 80 | 2d8 | 100/200 | 9 lb. | .45 | 20 | p | 4, 76 |
Cowboy Repeater | 78 | 3d4 | 75/150 | 5.5 lb. | .357 Magnum | 7 | p | NV |
Gauss Rifle (Charge Variant) | 220 | 8d8 | 100/600 | 15 lb. | 2mm EC | 7 | Scope, Bolt | 3, NV, 4, 76 |
Gauss Rifle (Automatic Variant) | 205 | 6d6 | 100/600 | 15 lb. | 2mm EC | 7 | Scope, Automatic | 3, NV, 4, 76 |
Hunting Rifle | 85 | 4d6 | 30/700 | 7.5 lb. | .308 Caliber | 5 | Bolt | 3, 4, 76 |
Lever-Action Rifle | 85 | 3d4 | 90/600 | 7 lb. | .45-70 Gov't | 5 | p | 3, 4, 76 |
Marksman Carbine | 33 | 2d4 | 15/200 | 8 lb. | 5.56mm | 20 | Burst (5), Automatic, Scope | NV |
Pipe 10mm Rifle | 10 | 1d4 | 20/60 | 4 lb. | 10mm | 1 | Bolt | 2 |
Pipe .38 Rifle | 25 | 1d4 | 30/200 | 4 lb. | .38 Caliber | 20 | p | 4, 76 |
Pipe .45 Revolver Rifle | 35 | 1d6 | 40/300 | 6.5 lb. | .45 | 6 | p | 4, 76 |
Pipe .308 Bolt-Action Rifle | 45 | 1d8 | 50/400 | 6 lb. | .308 Caliber | 6 | p | 4, 76 |
Radium Rifle | 73 | 2d6 | 75/140 | 11 lb. | .45 | 20 | Burst (3), Deals 1d4 rads as well as damage | 4, 76 |
Service Rifle | 85 | 2d6 | 100/300 | 8.5 lb. | 5.56mm | 20 | p | NV |
Sniper Rifle | 170 | 4d6 | 15/800 | 12.5 lb. | .308 Caliber | 5 | Scope | 1, 2, Tactics, 3, NV, 4, 76 |
Trail Carbine | 103 | 3d8 | 75/750 | 7.5 lb. | .44 Magnum | 8 | Bolt | NV |
Varmint Rifle | 55 | 2d4 | 60/180 | 5 lb. | 5.56mm | 5 | p | NV |
XL70E3 | 75 | 2d8 | 60/240 | 10 lb. | 5mm | 20 | Burst (2), Scope | 2 |
Energy Rifles | ||||||||
LAER | 145 | 2d8 | 200/250 | 4.5 lb. | MicroFusion Cell | 20 | p | NV |
Laser Musket | 125 | 3d12 | 150/200 | 12 lb. | MicroFusion Cell | 5 | Burst (5) | 4, 76 |
Laser Rifle | 120 | 2d8 | 150/200 | 7.5 lb. | MicroFusion Cell | 24 | p | 1, 2, Tactics, 3, NV, 4, 76 |
Plasma Rifle | 78 | 3d6 | 45/200 | 8 lb. | Plasma Cartridge | 12 | p | 1, 2, Tactics, 3, NV, 4, 76 |
Pulse Rifle | 145 | 1d12 | 30/300 | 9 lb. | MicroFusion Cell | 1 | Pulse | 2, Tactics, NV |
Recharger Rifle | 113 | 3d4 | 150/200 | 14 lb. | MicroFusion Breeder | 7 | p | NV |
Tesla Rifle | 108 | 3d12 | 15/60 | 10 lb. | MicroFusion Cell | 15 | Pulse | 4, 76 |
Holorifle | 180 | 3d6 | 50/150 | 8 lb. | MicroFusion Cell | 4 | Blast (10), long reload, targets take 5 damage on their turn for 3 rounds | NV |
Explosive Rifles | ||||||||
Grenade Rifle (M79) | 78 | 3d6 | 45/135 | 8 lb. | 40mm Grenade | 1 | Blast (10) | Tactics, NV, 76 |
Grenade Launcher | 80 | 3d6 | 50/150 | 8 lb. | 40mm Grenade | 4 | Blast (10), long reload | NV |
Melee Rifles | ||||||||
Bow | 35 | 1d10 | 20/60 | 5 lb. | Arrow | 1 | Silenced, Bolt | 76 |
Compound Bow | 55 | 2d8 | 20/60 | 5 lb. | Arrow | 1 | Silenced, Bolt | 76 |
Crossbow | 60 | 2d6 | 30/90 | 8 lb. | Arrow | 1 | Silenced, Bolt | 76 |
Net Gun | 30 | 0 | 20/60 | 10 lb. | Net | 1 | On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape. | N/A |
Railway Rifle | 60 | 2d8 | 30/120 | 14 lb. | Railway Spikes | 10 | p | 3, 4, 76 |
Syringer | 65 | 0 | 100/200 | 7 lb. | Syringe | 1 | Scope, Poison | 4, 76 |
Tranquilizer Rifle | 75 | 0 | 100/200 | 4 lb. | Tranquilizer Dart | 1 | Scope, Poison | N/A |
Shotguns[edit]
- Unless otherwise stated, all shotguns have the 2-handed property.
Name | Damage Type | Damage | Range | Weight | Ammo | Mag | Properties | Appearances |
---|---|---|---|---|---|---|---|---|
Ballistic Shotguns | ||||||||
Automatic Shotgun (H&W CAWS) | 83 | 3d6 | 15/30 | 9 lb. | 12-Gauge | 10 | Automatic | 2, Tactics |
Gauss Shotgun | 320 | 8d6 | 40/80 | 20 lb. | 2mm EC | 8 | P | 76 |
Black Powder Blunderbuss | 90 | 2d12 | 10/20 | 5 lb. | .50 Ball | 1 | p | 76 |
Bullpup Automatic Shotgun (Pancor Jackhammer) | 73 | 2d8 | 15/60 | 14 lb. | 12-Gauge | 10 | p | 2, Tactics |
Combat Shotgun | 60 | 2d10 | 10/30 | 8 lb. | 12-Gauge | 8 | p | 1, 2, 3, 4, 76 |
Double-Barrel (SxS) Shotgun | 98 | 3d8 | 15/30 | 6.5 lb. | 12-Gauge | 2 | Burst (2) | 1, 2, Tactics, 3, NV, 4, 76 |
Double-Barrel (O/U) Shotgun (Caravan Shotgun) | 65 | 4d4 | 10/40 | 6.5 lb. | 20-Gauge | 2 | p | NV |
Hunting Shotgun (Pump-Action) | 80 | 2d8 | 30/40 | 7 lb. | 12-Gauge | 5 | Bolt | NV, 76 |
Lever-Action Shotgun | 93 | 5d4 | 15/30 | 8 lb. | 20-Gauge | 5 | Light | NV |
Pipe Shotgun | 55 | 1d12 | 10/20 | 5 lb. | 12-Gauge | 1 | p | 4(Mod) |
Pump-Action Combat Shotgun (NeoStead 2000) | 65 | 2d6 | 20/40 | 8.5 lb. | 12-Gauge | 10 | Bolt | Tactics |
Riot Shotgun | 80 | 2d12 | 10/30 | 9.5 lb. | 12-Gauge | 12 | p | NV |
Single Shotgun | 60 | 1d12 | 20/40 | 6 lb. | 20-Gauge | 1 | p | NV |
Energy Shotguns | ||||||||
Laser Scattergun | 85 | 3d6 | 20/40 | 8 lb. | MicroFusion Cell | 20 | p | 4, 76 |
Plasma Scattergun | 93 | 2d12 | 15/45 | 8.5 lb. | MicroFusion Cell | 10 | p | 4, 76 |
Submachine Guns[edit]
- All submachine guns have the automatic property.
Name | Damage Type | Damage | Range | Weight | Ammo | Mag | Properties | Appearances |
---|---|---|---|---|---|---|---|---|
Ballistic SMGs | ||||||||
.22 SMG (Silenced) | 40 | 3d4 | 30/180 | 8 lb. | .22 Caliber | 180 | Silenced, Burst (18), 2-handed | NV |
9mm Helix SMG (Calico Liberty) | 40 | 1d10 | 40/120 | 6.5 lb. | 9mm | 50 | 2-handed, Burst (10) | Tactics |
9mm Machine Pistol (Scorpio) | 25 | 1d8 | 20/80 | 3.5 lb. | 9mm | 32 | Light, Burst (6) | Tactics |
9mm SMG (MP5, M3 Grease Gun) | 50 | 3d4 | 50/150 | 6 lb. | 9mm | 30 | 2-handed, Burst (5) | Tactics, NV |
10mm SMG | 40 | 2d6 | 30/120 | 6.5 lb. | 10mm | 30 | 2-handed, Burst (3) | 1, 2, Tactics, 3, NV, 76 |
12.7mm SMG | 55 | 2d8 | 40/160 | 7 lb. | 12.7mm | 21 | 2-handed, Burst (3) | NV |
Chinese 9mm SMG (MP38) | 50 | 1d12 | 40/120 | 9 lb. | 9mm | 30 | 2-handed, Burst (6), Silenced | Tactics |
Grease Gun (M3A1) | 25 | 1d8 | 20/140 | 7 lb. | .45 | 30 | Versatile (2d6), Burst (5) | 2 |
Police SMG (P90) | 50 | 3d4 | 20/120 | 6.5 lb. | 9mm | 40 | Burst (5), 2-handed | Tactics |
Sten Gun | 65 | 2d6 | 60/100 | 7 lb. | 9mm | 50 | Burst (3), 2-handed | Tactics |
Tommy Gun | 65 | 3d6 | 40/160 | 11 lb. | .45 | 30 | Burst (5), 2-handed | 1, 2, Tactics, 3, NV, 4, 76 |
Uzi | 50 | 3d4 | 20/80 | 7.5 lb. | 9mm | 25 | Light, Burst (5) | Tactics |
Energy SMGs | ||||||||
Laser RCW | 85 | 2d8 | 80/120 | 10 lb. | Electron Charge Pack | 60 | Burst (3), 2-handed | NV |
Big Guns[edit]
- Unless otherwise stated, all heavy weapons have the Heavy and 2-Handed properties.
Name | Damage Type | Damage | Range | Weight | Ammo | Mag | Properties | Appearances |
---|---|---|---|---|---|---|---|---|
Ballistic Heavy Weapons | ||||||||
50 Cal Machine Gun (M2) | 115 | 3d12 | 30/120 | 45 lb. | .50 MG | 250 | Burst (10), Automatic | Tactics, 76 |
Anti-Material Rifle | 515 | 8d6 | 15/1,500 | 25 lb. | .50 MG | 8 | Scope, Bolt | NV |
Bozar | 340 | 5d6 | 30/1,000 | 15 lb. | 5.56mm | 30 | Automatic, Scope, Burst (5) | 2, NV |
Gatling Gun (Civil War) | 70 | 3d6 | 30/120 | 55 lb. | 5mm | 250 | Burst (10), Automatic | 76 |
Gauss Minigun | 135 | 6d6 | 60/270 | 45 lb. | 2mm EC | 80 | Burst (4), Automatic, Long Reload | Tactics, 76 |
Light Machine Gun (M60/SAW/MG 42) | 130 | 3d12 | 60/180 | 23 lb. | 5.56mm | 90 | Burst (5), Automatic | 2, Tactics, 76 |
Light Support Weapon (L86A1) | 85 | 2d8 | 80/240 | 14.5 lb. | 5.56mm | 30 | Burst (5), Automatic, Not Heavy | 2 |
Browning Auto Rifle (BAR) | 98 | 2d12 | 75/255 | 16 lb. | 7.62mm | 20 | Burst (5), Automatic, Not Heavy | Tactics, NV |
Minigun | 60 | 2d8 | 30/300 | 50 lb. | 5mm | 500 | Burst (20), Automatic, Long Reload | 1, 2, Tactics, 3, NV, 4, 76 |
Shoulder-Mounted Machine Gun | 110 | 3d8 | 80/480 | 30 lb. | 10mm | 120 | Burst (10), Automatic | NV |
Rail Cannon | 565 | 6d12 | 100/220 | 45 lb. | 15mm EC | 10 | Burst (2) | Van Buren |
K9000 | 100 | 2d10 | 80/480 | 27 lb. | .357 magnum rounds | 50 | Burst (5), Automatic, Scope | NV |
Energy Heavy Weapons | ||||||||
Arc Welder | 98 | 4d8 | 15/30 | 19 lb. | Electron Charge Pack | 30 | Burst (3), Automatic | NV |
Cryolator | 158 | 4d4 | 15/60 | 18 lb. | Cryo Cell | 25 | DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn | 3(Cut), 4, 76 |
Drone Cannon | 20,000 | 5d8 | 80/600 | 20 lb. | Alien Power Module | 1 | Blast (10) | 3 |
Gatling Laser | 195 | 3d8 | 250/350 | 40 lb. | Fusion Core | 50 | Long Reload | 1, 2, 3, NV, 4, 76 |
Gatling Plasma | 125 | 3d10 | 80/240 | 40 lb. | Fusion Core | 50 | Long Reload | 76 |
Plasma Caster | 150 | 3d12 | 100/300 | 22 lb. | Fusion Core | 10 | Long Reload | 1, 2, Tactics, NV |
Tesla Cannon | 280 | 4d12 | 300/350 | 15 lb. | Electron Charge Pack | 4 | p | 3, NV |
Explosive Heavy Weapons | ||||||||
Auto Grenade Launcher | 120 | 5d6 | 30/80 | 50 lb. | 40mm Grenade | 18 | Burst (3), Blast (20), Automatic | 76 |
Fat Man | 490 | 12d10 | 15/400 | 31 lb. | Mini-Nuke | 1 | Blast (80), Long Reload | 3, NV, 4, 76 |
Grenade Machine Gun | 100 | 4d6 | 60/100 | 47 lb. | 25mm Grenade | 30 | Burst (3), Blast (15), Automatic | NV |
Prototype Rocket Launcher | 140 | 4d8 | 100/350 | 25 lb. | Rocket | 13 | Blast (10), Automatic, Long Reload | NV |
Missile Launcher | 185 | 6d8 | 100/600 | 21 lb. | Missile | 1 | Blast (20) | 3, NV, 4, 76 |
Flamer | 73 | 3d8 | 10/20 | 40 lb. | Flamer Fuel | 50 | Burst (5), Blast (5), Automatic, Burning | 1, 2, Tactics, 3, NV, 4, 76 |
Heavy Incinerator | 100 | 3d8 | 60/120 | 38 lb. | Flamer Fuel | 25 | Burst (5), Blast (10), Burning | 3, NV |
Incinerator | 85 | 3d6 | 60/120 | 32 lb. | Flamer Fuel | 25 | Burst (5), Blast (10), Burning | 3, NV |
Melee Heavy Weapons | ||||||||
Broadsider | 110 | 4d8 | 80/240 | 42 lb. | Cannonball | 1 | Long Reload | 4, 76 |
Harpoon Gun | 140 | 2d12 | 120/150 | 37 lb. | Harpoon | 1 | Bolt, Long Reload | 4, 76 |
Junk Jet | 70 | 2d10 | 30/120 | 48 lb. | Anything | 3 | Long Reload | 3, 4, 76 |
Air Cannon | 85 | 0 | 15/30 | 15 lb. | Electron Charge Pack | 5 | Knocks target prone and moves 15 ft. away from user on hit | N/A |
Thrown[edit]
Name | Damage Type | Damage | Range | Weight | Properties | Appearances | ||
---|---|---|---|---|---|---|---|---|
Ballistic Thrown | ||||||||
Bottlecap Mine | 69 | 6d8 | 5/15 | 0.5 lb. | Mine, Blast (5) | 3, NV, 4, 76 | ||
Energy Thrown | ||||||||
Cryo Grenade | 38 | 3d6 | 30/60 | 0.5 lb. | DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn Blast (5) | 3, 4, 76 | ||
Cryo Mine | 45 | 5d6 | 5/15 | 0.5 lb. | DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn Mine, Blast (15) | 3, 4, 76 | ||
Plasma Grenade | 65 | 5d8 | 30/60 | 0.5 lb. | Blast (5) | 3, NV, 4, 76 | ||
Plasma Mine | 78 | 7d8 | 5/15 | 0.5 lb. | Mine, Blast (15) | 3, NV, 4, 76 | ||
Pulse Grenade | 45 | 1d12 | 30/60 | 0.5 lb. | Blast (5), Pulse | 3, NV, 4, 76 | ||
Pulse Mine | 30 | 1d12 | 5/15 | 0.5 lb. | Mine, Blast (15), Pulse | 3, NV, 4, 76 | ||
Microfusion Grenade | 20 | 1d10 | 30/60 | 0.5 lb. | Blast (5) | NV | ||
Microfusion Cluster | 78 | 5d10 | 5/15 | 0.5 lb. | Mine, Blast (30) | NV | ||
Explosive Thrown | ||||||||
Dynamite | 30 | 2d6 | 30/60 | 0.5 lb. | Blast (5) | NV, 76 | ||
Pipe Bomb | 15 | 1d6 | 15/30 | 0.5 lb. | Blast (5) | Van Buren | ||
Flash Bang | 15 | 0 | 30/60 | 0.5 lb. | Light, DC 15 Constitution saving throw on hit or stunned until end of your next turn, Blast (5) | NV | ||
Fragmentation Grenade | 53 | 5d6 | 30/60 | 0.5 lb. | Blast (5) | 1, 2, 3, NV, 4, 76 | ||
Boombug | 20 | 2d6 | 15/40 | 0.5 lb. | Blast (5) | Tactics | ||
Fragmentation Mine | 70 | 7d8 | 5/15 | 0.5 lb. | Mine, Blast (15) | 3, NV, 4, 76 | ||
Molotov Cocktail | 20 | 2d4 | 30/60 | 0.5 lb. | Blast (5), Burning | NV, 4, 76 | ||
Fat Mine | 165 | 12d10 | 5/15 | 0.5 lb. | Mine, Blast (80) | NV | ||
Incendiary Grenade | 28 | 3d4 | 30/60 | 0.5 lb. | Blast (5), Burning | NV | ||
Melee Thrown | ||||||||
Net | 10 | 0 | 15/30 | 0.5 lb. | On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape. | N/A | ||
Throwing Knife | 20 | 2d4 | 30/60 | 0.5 lb. | Holdout | NV, 76 | ||
Throwing Spear | 25 | 2d6 | 30/60 | 0.5 lb. | p | NV | ||
Throwing Darts | 10 | 1d4 | 20/40 | 0.25 lb. | Holdout | Tactics | ||
Tomahawk | 20 | 1d10 | 30/60 | 0.5 lb. | p | NV, 76 |
Melee[edit]
Name | Damage Type | Damage | Range | Weight | Properties | Appearance |
---|---|---|---|---|---|---|
Melee Melee | ||||||
Rock | 1 | 2 | 1 lb. | Light, holdout | 1, 2, Tactics | |
Gold Nugget | 5 | 5 | 2 lb. | Light, holdout | 2 | |
Assaultron Blade | 70 | 2d6 | 4 lb. | Light | 4, 76 | |
Crowbar | 20 | 1d6 | 4 lb. | Light, +2 bonus to Strength checks where the crowbar's leverage can be applied | 1, 2, Tactics | |
Shovel | 40 | 1d8 | 4 lb. | 2-handed, +2 bonus to Strength checks where the shovel's leverage can be applied | NV, 76 | |
Auto Axe | 50 | 2d6 | 8 lb. | 2-handed, Automatic, Heavy | 3, 76 | |
Baseball Bat | 40 | 2d4 | 3 lb. | Versatile (2d6) | 3, NV, 4, 76 | |
Brass Knuckles | 20 | 1d4 | 1 lb. | Light, Holdout | 1, 2, Tactics, 3, NV, 4, 76 | |
Bumper Sword | 90 | 2d8 | 10 feet | 8 lb. | 2-handed, Heavy | NV |
Road Sign Sword | 60 | 2d6 | 10 feet | 6 lb. | 2-handed, Heavy | N/A |
Switch Blade | 15 | 1d4 | 0.5 lb. | Light, Holdout | 2, Tactics, 3, NV, 4, 76 | |
Pool Cue | 30 | 1d6 | 3 lb. | 2-handed | 3, NV, 4, 76 | |
Chinese Officer Sword | 70 | 2d6 | 3 lb. | Light | 3, NV, 4, 76 | |
Cleaver | 60 | 1d6 | 2 lb. | Light | 3, NV, 76 | |
Club | 80 | 1d6 | 2 lb. | Light | 1, 2 | |
Rolling Pin | 25 | 1d4 | 1 lb. | Light | 3, NV, 4, 76 | |
Combat Knife | 40 | 1d8 | 1 lb. | Light | 1, 2, Tactics, 3, NV, 4, 76 | |
Chainsaw | 90 | 2d8 | 8 lb. | 2-handed, Automatic, Heavy | NV, 76 | |
Deathclaw Gauntlet | 50 | 1d10 | 4 lb. | Light | 3, NV, 4, 76 | |
Dog Tag Fist | 20 | 1d4 | 1 lb. | Light, Holdout | NV | |
Fire Axe | 90 | 2d8 | 10 feet | 5 lb. | 2-handed | NV, 76 |
Industrial Hand | 60 | 1d12 | 4 lb. | Automatic | NV | |
Katana | 60 | 1d8 | 3 lb. | Versatile (1d12,10ft) | 3, NV | |
Knife | 20 | 1d4 | 1 lb. | Light | 1, 2, Tactics, 3, NV, 4, 76 | |
Toy Knife | 5 | 1d4-2 | 1 lb. | Light, Holdout | 3 | |
Nail Board | 30 | 1d6 | 1 lb. | 3, NV | ||
Machete | 40 | 1d8 | 3 lb. | Light | Tactics, NV, 4, 76 | |
Mantis Gauntlet | 50 | 1d10 | 2 lb. | Light | NV | |
Mr. Handy Buzz Blade | 50 | 1d10 | 10 feet | 8 lb. | 2-handed, Automatic, Heavy | 76 |
Pipe | 40 | 1d4 | 2 lb. | Versatile (1d8) | 3, NV, 4, 76 | |
Police Baton | 50 | 2d4 | 1 lb. | Light, Holdout | 3, NV, 4, 76 | |
Power Fist | 110 | 2d10 | 5 lb. | 1, 2, Tactics, 3, NV, 4, 76 | ||
Rebar Club | 40 | 1d10 | 10 feet | 10 lb. | 2-handed, Heavy | NV |
Ripper | 50 | 1d12 | 1 lb. | Light, Automatic | 1, 2, Tactics, 3, NV, 4, 76 | |
Sledge Hammer | 40 | 1d8 | 10 feet | 10 lb. | 2-handed, Heavy | 1, 2, Tactics, 3, NV, 4, 76 |
Spear | 40 | 1d8 | 10 feet | 3 lb. | 2-handed | 1, 2, Tactics, 76 |
Diamond Spear | 100 | 2d8 | 10 feet | 3 lb. | 2-handed | Tactics |
Barbed Spear | 60 | 1d6 | 10 feet | 3 lb. | 2-handed, When you hit an opponent, they must make a 12 DC strength save or be grappled | Tactics |
Festering Spear | 100 | 1d8 | 10 feet | 3 lb. | 2-handed, Poison | Tactics |
Super Sledge | 110 | 2d10 | 10 feet | 10 lb. | 2-handed, Heavy | 1, 2, Tactics, 3, NV, 4, 76 |
Tire Iron | 50 | 2d4 | 1 lb. | Light | 3, NV, 4, 76 | |
War Glaive | 110 | 2d10 | 10 feet | 6 lb. | 2-handed | 76 |
Yao Guai Gauntlet | 40 | 1d8 | 3 lb. | Light | NV | |
Axe | 60 | 1d10+1 | 10 feet | 6 lb. | 2-handed, Heavy | 3, NV, 4, 76 |
Energy Melee | ||||||
Proton Axe | 90 | 2d8 | 10 feet | 6 lb. | 2-handed | NV |
Cattle Prod | 20 | 1d4 | 1 lb. | Light | 1, 2, Tactics, NV, 76 | |
Displacer Glove | 90 | 2d8 | 5 lb. | Light | NV | |
Shock Baton | 40 | 1d8 | 1 lb. | Light, Holdout | 3, 4, 76 | |
Stun Baton | 50 | 1d6 | 1 lb. | Light, On hit target’s movement speed is halved for 1 minute, Holdout | 4, 76 | |
Thermic Lance | 130 | 2d12 | 10 feet | 8 lb. | 2-handed, Heavy | NV |
Plasma Cutter | 110 | 2d10 | 6 lb. | Versatile (2d12) | 76 | |
Zap Glove | 50 | 1d10 | 5 lb. | Pulse, Light | NV | |
Saturnite Fist | 150 | 2d10 | 5 lb. | Light | NV | |
Super Heated Saturnite Fist | 250 | 3d10 | 5 lb. | Light, Burning | NV | |
Cosmic Knife | 50 | 2d4 | 1 lb. | Light, Holdout | NV | |
Cosmic Knife Heated | 100 | 3d4 | 1 lb. | Light, Burning, Holdout | NV | |
Ballistic Melee | ||||||
Ballistic Fist | 90 | 2d8 | 3 lb. | Light | NV | |
Punch Gun | 50 | 2d4 | 2 lb. | Light | Tactics | |
Piston Spear | 150 | 2d12 | 8 lb. | 2-handed, Heavy, Automatic | Tactics | |
Explosive Melee | ||||||
Mini-Nuke | 250 | 12d10 | 0.5 lb. | Blast (80) | 3, NV, 4, 76 | |
Dynamite Spear | 125 | 2d10 | 10 feet | 4 lb. | Blast (5) | Tactics |
Missile/Rocket | 15/25 | 5d8 | 0.5 lb. | Blast (15) | 1, 2, Tactics, 3, NV, 4, 76 | |
Shishkebab | 110 | 2d10 | 8 lb. | Burning, Light | 3, NV, 4, 76 |
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