Dnd 5e Dmg Supplements
- Aaron Allston
- Dnd 5e Dmg Supplements List
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Weapons[edit]
Weapon | Rarity | Damage | Weight | Properties |
---|
Simple Melee Weapon |
Chainsaw, UAC | Uncommon | 3d4 slashing | 9 lb. | Chained damage (4), reload (50 charges), heavy, two-handed |
Martial Melee Weapon |
Simple Ranged Weapon |
Pistol, UAC | Common | 2d6 piercing | 3 lb. | Ammunition (range 50/150), reload (12 shots) |
Shotgun, Combat | Common | 3d6 piercing | 7 lb. | Ammunition (range 30/90), two-handed |
Unmaker | Very Rare | 2d6 necrotic or more | 4 lb. | Ammunition (range 120/360), loading, special, two-handed |
Martial Ranged Weapon |
Argent Plasma Rifle | Very Rare | 3d8 lightning | 8 lb. | Alt-fire, ammunition (range 40/120), burst fire, reload (150 shots), two-handed |
Chaingun | Uncommon | 2d8 piercing | 14 lb. | Ammunition (range 50/150), burst fire only, heavy, two-handed |
Gauss Cannon | Rare | 5d10 Lightning | 8 lb. | Ammunition (range 120/360), two-handed, heavy |
Plasma Gun | Rare | 2d10 lightning | 8 lb. | Alt-fire, ammunition (range 40/120), burst fire, reload (150 shots), two-handed |
Precision Bolt Rifle | Uncommon | 2d8 piercing | 9 lb. | Ammunition (range 80/240), reload (60 shots), short burst (2), two-handed |
Revenant Missile Launcher | Rare | 5d8 piercing | 10 lb. | Ammunition (range 120), heavy, reload (8 shots), special, shoulder mount |
Rocket Launcher | Uncommon | 5d6 piercing | 11 lb. | Ammunition (range 80/240), heavy, loading, special, two-handed |
Shotgun, Super | Uncommon | 3d8 piercing | 4 lb. | Ammunition (range 20/60), double barreled, two-handed |
Static Cannon | Rare | Special | 6 lb. | Special (range 80/320), two-handed |
Ammunition |
Alloy Flechette (4) |
Argent Cell |
Energy Pack, UAC |
Pistol Magazine, UAC |
Power Cell, UAC |
RPG, UAC |
Rifle Bullets |
Shotgun Shells (4) |
Explosives[edit]
The following are per the DMG p. Everquest bot program. 268:
- Dynamite (stick)
- Grenade, fragmentation
- Grenade, smoke
- Grenade launcher
Armor[edit]
Armor | Rarity | Armor Class (AC) | Strength | Stealth | Weight |
---|
Light Armor |
Light Armor | Common | 12 + Dex modifier | — | — | 4 lb. |
Medium Armor |
Security Armor | Uncommon | 14 + Dex modifier (max 2) | — | — | 20 lb. |
Heavy Armor |
Combat Armor | Rare | 16 | 13 | Disadvantage | 35 lb. |
Shield |
Ballistic Shield | Uncommon | +2 | 13, special | Disadvantage | 15 lb. |
Riot Shield | Common | +2 or +3 | — | — | 6 lb. |
Adventuring Gear[edit]
Item | Rarity | Weight |
---|
Berserk Pack | Rare | 2 lb. |
Health Bonus | Common | 1 lb. |
Medikit | Uncommon | 4 lb. |
Shotgun Shells (4) |
Stimpack | Common | .5 lb. |
Supercharge | Rare | 5 lb. |
Weapon Rune | uncommon, rare or very rare | 1 lb. |
Tools[edit]
Tools | Rarity | Weight |
---|
Battle Damage Repair Kit | Common | 2 lb. |
Entrenching Tool | Common | 5 lb. |
Hacking Tool | Uncommon | 1 lb. |
Aaron Allston
Back to Main Page → 5e Homebrew → Campaign Settings → Doom Fontlab vi 6 0 7 (6774). Apple keyboard icons.
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Dnd 5e Dmg Supplements List
So when I last ran D&D 5e I decided to add a couple extra scores to character creation. One was the Sanity score from the fifth edition dungeon masters guide. I've been thinking it might be cool to have a low Sanity modifier affect Perception checks and Initiative but I'm not sure if I want a high Sanity modifier to help those checks or not. I also lifted a rule from I think the 5e Primeval Thule third party book about having certain spells cost Sanity to cast.
Anyway, have you heard of any fun supplements or rules for incorporating Sanity mechanics into 5e?
Dnd 5e Dmg Supplements
Created at 2020-12-29 18:58
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