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Dnd 5e Dmg Supplements



  1. Aaron Allston
  2. Dnd 5e Dmg Supplements List

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  • 1Weapons

Weapons[edit]

WeaponRarityDamageWeightProperties
Simple Melee Weapon
Chainsaw, UAC Uncommon3d4 slashing9 lb.Chained damage (4), reload (50 charges), heavy, two-handed
Martial Melee Weapon
Simple Ranged Weapon
Pistol, UAC Common2d6 piercing3 lb.Ammunition (range 50/150), reload (12 shots)
Shotgun, Combat Common3d6 piercing7 lb.Ammunition (range 30/90), two-handed
Unmaker Very Rare2d6 necrotic or more4 lb.Ammunition (range 120/360), loading, special, two-handed
Martial Ranged Weapon
Argent Plasma Rifle Very Rare3d8 lightning8 lb.Alt-fire, ammunition (range 40/120), burst fire, reload (150 shots), two-handed
Chaingun Uncommon2d8 piercing14 lb.Ammunition (range 50/150), burst fire only, heavy, two-handed
Gauss Cannon Rare5d10 Lightning8 lb.Ammunition (range 120/360), two-handed, heavy
Plasma Gun Rare2d10 lightning8 lb.Alt-fire, ammunition (range 40/120), burst fire, reload (150 shots), two-handed
Precision Bolt Rifle Uncommon2d8 piercing9 lb.Ammunition (range 80/240), reload (60 shots), short burst (2), two-handed
Revenant Missile Launcher Rare5d8 piercing10 lb.Ammunition (range 120), heavy, reload (8 shots), special, shoulder mount
Rocket Launcher Uncommon5d6 piercing11 lb.Ammunition (range 80/240), heavy, loading, special, two-handed
Shotgun, Super Uncommon3d8 piercing4 lb.Ammunition (range 20/60), double barreled, two-handed
Static Cannon RareSpecial6 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]

ArmorRarityArmor Class (AC)StrengthStealthWeight
Light Armor
Light Armor Common12 + Dex modifier4 lb.
Medium Armor
Security Armor Uncommon14 + Dex modifier (max 2)20 lb.
Heavy Armor
Combat Armor Rare1613Disadvantage35 lb.
Shield
Ballistic Shield Uncommon+213, specialDisadvantage15 lb.
Riot Shield Common+2 or +36 lb.

Adventuring Gear[edit]

ItemRarityWeight
Berserk Pack Rare2 lb.
Health Bonus Common1 lb.
Medikit Uncommon4 lb.
Shotgun Shells (4)
Stimpack Common.5 lb.
Supercharge Rare5 lb.
Weapon Rune uncommon, rare or very rare1 lb.

Tools[edit]

ToolsRarityWeight
Battle Damage Repair Kit Common2 lb.
Entrenching Tool Common5 lb.
Hacking Tool Uncommon1 lb.

Aaron Allston

Dnd 5e Dmg Supplements

Back to Main Page → 5e Homebrew → Campaign Settings → Doom Fontlab vi 6 0 7 (6774). Apple keyboard icons.

Retrieved from 'https://www.dandwiki.com/w/index.php?title=Equipment_(Doom_Supplement)&oldid=910128'

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
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