Firearms and Explosives
In a vast multiverse of possibilities characters might find the items described here.
Firearms
The Firearms table provides examples of modern and futuristic firearms. If you make them available for purchase (perhaps in the fantastical marketplaces of the City of Brass), treat modern items as Rare magic items and futuristic items as Very Rare ones.
Properties
Some weapons in the Firearms table have the following properties.
Burst Fire. As an action, you can expend 10 pieces of a Burst Fire weapon's ammunition to spray shots in a 10-foot Cube within the weapon's normal range. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon's damage once, and apply it to each creature that failed the save.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
Ammunition
Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at your discretion. An Energy Cell weighs 1/2 lb.
Explosives
The Explosives table has examples of explosives. If no cost is given for an explosive, it can't typically be bought. If you make these explosives available for purchase, treat them as Rare magic items. Rules for explosives are given below.
Bomb
As an action, you can light a Bomb and throw it at a point up to 20 feet (+5 feet x Str Modifier) where they blow up on contact. Other bombs can be found in the Bombs article.
Dynamite Stick
As an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.
It takes 1 minute to bind two or more Dynamite Sticks together so they explode at the same time. Each stick after the first increases the damage by 1d6 (to a maximum of 10d6) and the effect's radius by 5 feet (to a maximum of 20 feet).
It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.
Grenades and Grenade Launchers
As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius Sphere.
Fragmentation Grenade. Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much on a successful one.
Smoke Grenade. The area of a Sphere is Heavily Obscured by smoke for 1 minute. A strong wind (such as the Gust of Wind spell) disperses the smoke.
Gunpowder
Setting fire to a container full of Gunpowder causes it to explode. Look at the Gunpowder article to find out the different amounts.
Alien Technology
When adventurers find a piece of technology that isn't from their world or time period, they can deduce what it is with a successful Intelligence (Investigation) check, with the DC depending on the complexity of the item: DC 10 for a relatively simple item like a calculator or a lighter, or DC 20 for a complex item such as a computer, a chainsaw, or hovercraft. you may require a separate Intelligence (Investigation) check to determine whether a character can activate or operate the technology; a character who has observed the item in use or has operated a similar item either has Advantage on the check or succeeds on the check automatically (your choice).
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