Duder5000's Homebrew

Guns & Explosives

Shotguns

Double-Barrel: $2500 | Ammunition, Heavy, Loading, Range (30/120), Reload-Shotgun (2), Two-Handed, Attatchments (2)
Shotgun (Pump): $5000 | Ammunition, Heavy, Loading, Range (30/120), Reload-Shotgun (6), Two-Handed, Attatchments (4)
Shotgun (Semi): $10,000 | Ammunition, Heavy, Range (30/120), Reload-Shotgun (6), Two-Handed, Attatchments (4)

Shotgun Shells

Shotgun (Slug): $1 / Shell | 3d6 Piercing
Shotgun (Doorkicker): $2 / Shell | 3d6 Piercing, Adamantine, Range* (15/30)
Shotgun (Buckshot): $2 / Shell 1d8 Piercing (Area 10ft cone, DC = 8 + your Dex mod + your PB)
Shotgun (Birdshot): $1 / Shell | 1 Piercing (Area 20ft cone, DC = 8 + your Dex mod + your PB)
Shotgun (Dragon's Breath): $3 / Shell | 2d4 Fire (Area 15 ft cone, DC = 8 + your Dex mod + your PB)

Rifles

SMG: $5000 | 1d8 Piercing, Ammunition, Automatic (2), Range (50/150), Reload (30), Attatchments (2)
AR: $7500 | 2d4 Piercing, Ammunition, Automatic (3), Range (90/200), Reload (30), Two-Handed, Attatchments (4)
DMR: $10,000 | 1d12 Piercing, Ammunition, Heavy, Range (150/600), Reload (20), Two-Handed, Attatchments (4)
Snipe Rifle (bolt): $12,500 | 2d6 Piercing, Ammunition, Heavy, Loading, Range (300/1200), Reload (5), Two-Handed, Hard to Aim (30), Attatchments (4)
Snipe Rifle (semi): $15,000 | 2d6 Piercing, Ammunition, Heavy, Range (300/1200), Reload (5), Two-Handed, Hard to Aim (30), Attatchments (4)
Anti-Materiel Rifle (bolt): $22,000 | 2d12 Piercing, Adamantine, Ammunition, Heavy, Loading, Range (600/1800), Reload (5), Two-Handed, Hard to Aim (60), Attatchments (4)
Anti-Materiel Rifle (semi): $30,000 | 2d12 Piercing, Adamantine, Ammunition, Heavy, Range (600/1800), Reload(5), Two-Handed, Hard to Aim (60), Attatchments (4)

Misc Guns

Grenade Launcher: $20,000 | 1d8 Bludgeoning, GL, Loading, Range (60/240), Reload (1), Attatchments (1)
Multiple Grenade Launcher: $35,000 | 1d8 Bludgeoning, GL, Heavy, Loading, Range (60/240), Reload (6), Two-Handed, Attatchments (2)

Attachment

Speedloader (Tube): $1000 | When you reload as an Action, it now loads 4 shells, or 2 shells as a Bonus Action.
Red Dot: $7500 | You gain a +1 to attack rolls.
Scope: $5000 | This increases the range of a weapon by 30/60 (this can't be attached to a Shotgun). Ex. Hand gun goes from 50/150 to 80/210.
Suppressor (Slim): $1000 | When you shoot this gun, a creatures must be within 60ft of you to hear it.
Suppressor (Fat): $2000 | When you shoot this gun, a creatures must be within 20ft of you to hear it
Magazine Conversion Kit: $5000 | The shotgun now uses the normal Reload property, but its capacity is reduced by 1. This attatchment takes up 2 slots.
Bayonet: $500 | A weapon equipt with this attachment also functions as a spear. This attachment can only be added to Two-Handed firearms.
Extended Magazine: $2000 | A weapon's Reload number increases by 50%.
Drum Magazine: $1000 | A weapon's Reload number is doubled.
Underbarrel Shotgun (Pump): $7500 | You have a noraml shotgun under the barrel of another weapon, but with no attachment slots & its reload becomes Reload-Shotgun (4). You can use this shotgun without needing to switch weapons. This attachment can only be added to Two-Handed firearms.
Underbarrel Shotgun (Semi): $15,00 | You have a noraml shotgun under the barrel of another weapon, but with no attachment slots & its reload becomes Reload-Shotgun (4). You can use this shotgun without needing to switch weapons. This attachment can only be added to Two-Handed firearms.
Underbarrel Grenade Launcher: $30,000 | You have a noraml grenade launcher under the barrel of another weapon, but with no attachment slots. You can use this shotgun without needing to switch weapons. This attachment can only be added to Two-Handed firearms.

Explosives

Grenade (Standard): $1500 | Each creature within 5 feet of that point must succeed on a Dexterity Saving Throw vs your Grenade Save DC or take 2d6 Fire damage.
Grenade (HE): $3000 | Each creature within 5 feet of that point must succeed on a Dexterity Saving Throw vs your Grenade Save DC or take 4d6 Force damage.
Grenade (Smoke): $1000 | Everything within 15 feet of the target becomes heavly obscured by smoke.
Grenade (Teargass): $2000 | Each creature within 10 feet must make a Constutution Saving Throw vs your Grenade Save DC or be afflicted by the Blinded condtion for 10 minutes. At the end of each of their turns they can attempt the Saving Throw again.
Grenade (Flashbang): $2000 | Each creature within 10 feet must make a Constutution Saving Throw vs your Grenade Save DC or be afflicted by the Stunned condtion until the end of their next turn.

  • Any Grenade can be bought as either a Thrown version or a GL version.
  • Grenade Save DC = 8 + Dexterity Modifier + Your Proficiency Bonus
  • TG (Thrown Grenade): As an action, a character can light this grenade and throw it at a point up to 60 feet away.
  • GL (40mm Grenade): This grenade can be loaded into either the Grenade Launcher or the Multiple Grenade Launcher. The grenade's effect happens hit or miss.

Properties

  • Automatic: As an Action you fire 10 bullets. If you don't have 10 bullets remaining in the magazine, you can use this feature. Instead of making an attack roll, the target must make a Dexterity Saving Throw (DC = 8 + PB + your Dexterity modifier). The roll is made at Advantage if they are within the weapons long range. On a failure, they take the normal damage of the weapon multiplied by the weapon's automatic number (the number in parentheses).
  • Attatchments: This weapon can accept attatchments. The number of attatchment slots it has is equal to the number in parentheses.
  • Hard to Aim: When attacking within this weapon's poor range (the number in parentheses or lower), you have Disadvantages on attack rolls.
  • 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.
  • Reload: 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 (the character’s choice).
  • Reload-Shotgun: When you reload you can only load 2 shells as an Action or 1 as a Bonus Action.