Weapons (The Agency for the Investigation of Paranormal Occurrences Supplement)

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Weaponry is a key portion of an Agent's equipment. This page details some of the options available in the setting.

Standard Weaponry[edit]

All the weapons in the Player's Handbook are available, subject to the rules detailed in the Character Creation page. Melee weapons the agency employs are silvered.

Modern Weaponry[edit]

A selection of modern weapons are detailed below. Firearms have certain important properties, which have been adapted from the firearms rules (DMG pg. 267-268) for this setting to allow various ammunition types, and other slight modifications.

Modern Weapons
Name Damage Weight Properties
Molotov Cocktail Special 1 lb. Light, Thrown (30/60 ft.), Special
Simple Ranged Weapons
Taser 1d4 lightning 1lbs Light, Range (20/40), Special
Pistol 2d4 piercing 2lb Ammunition (range 50/150), Reload (Magazine, Pistol, Standard), Light
Revolver 2d8 piercing 3lb Ammunition (range 40/150), Reload (6 Shots, Manual, High-Calibre)
Martial Ranged Weapons
Pistol, automatic 2d6 piercing 3lb Ammunition (range 40/120), Burst Fire, Reload (Magazine, Pistol, Standard), Light
Rifle, automatic 2d8 piercing 10lb Ammunition (range 60/200), Burst Fire, Reload (Magazine, Rifle, Standard), Two-Handed
Rifle, long 2d10 piercing 8lb Ammunition (range 80/240), Reload (5 Shots, Clip-fed, High-Calibre), Heavy, Two-Handed
Shotgun, pump-action 3d4 piercing 8lb Ammunition (range 30/90), Reload (5 Shots, Manual, Shell), Two-Handed
Shotgun, double-barrel 3d6 piercing 7lb Ammunition (range 20/60), Reload (2 shots, Manual, Shell), Two-Handed
Shotgun, sawed-off 4d6 piercing 5lb Ammunition (range 10/30), Reload (2 shots, Manual, Shell), Two-Handed

Firearm Properties[edit]

Reload[edit]

A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (character's choice). The reload property has 3 subdivisions, denoted "Reload (Capacity, Reload Method, Ammunition Type)".

Capacity[edit]

This defines how many shots may be made before a reload, defined either by the weapon itself or by the type of magazine. The right kind of ammunition must be loaded into the correct type of magazine in order for a weapon to be loaded.

Reload Method[edit]

This either denotes magazine type, or the loading mechanism of the weapon. A magazine weapon can only be reloaded by discarding all the unspent ammunition, but other types may load individual bullets.

Manual[edit]

A character can reload a manual weapon with a number of shots equal to their proficiency bonus + Dexterity bonus (minimum of 1).

Clip-fed[edit]

A Character can either reload as a Manual weapon, or may use a clip to load the full weapon capacity.

Magazine Types
Magazine Weight (unloaded/loaded) Capacity
Pistol, standard 1lb/2lb 10 Shots
Pistol, drum 2lb/4lb 25 Shots
Rifle, standard 2lb/4lb 20 Shots
Rifle, banana 3lb/5lb 25 Shots
Rifle, drum 4lb/8lb 35 Shots

Ammunition Type[edit]

This defines which kind of ammunition is required. Various types may be used. Certain types may be combined, at the DM's discretion, e.g. a silver slug.

Ammunition Varieties
Type Applicable Classes Damage Alteration Special properties
Standard All - -
Silver All - Ammunition is considered silvered.
Incendiary High-Calibre, Shell - Burns the target for 2d4 fire damage on a hit.
Rubber Standard Bludgeoning If the target is reduced to zero hit points, they are stabilised but unconscious.
Beanbag Shell Bludgeoning Subtract one damage die from the damage roll. If the target is reduced to zero hit points, they are stabilised but unconscious.
Slug Shell - Adds one damage die to the damage roll. Ignores Ballistic Protection.
Armour Piercing Standard, High-Calibre - Ignores Ballistic Protection

Ammunition[edit]

The ammunition of a firearm is destroyed upon use. Various types with various effects are available (see above).

Burst Fire[edit]

A weapon that has the burst fire property can make a normal single-target attack, or it can spray either a 15-foot cone centred on the user, or a 10 foot cube more than 15 feet away but within the weapon's long range. Each creature in the area must succeed on a Dexterity saving throw equal to 8 + proficiency bonus + Dexterity bonus, or take the weapon's normal damage. This action uses 3d4 pieces of ammunition. If the weapon has less ammunition loaded than this action uses, the action fails, and the remaining loaded ammunition is expended.



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