Adventuring Options; Firearms

Source: Dungeon Master’s Guide p. 266

Firearms

Renaissance ItemCostDamageWeightProperties
Martial Ranged Weapons
 Pistol250 gp1d10 piercing3 lb.Ammunition (range 30/90), loading
 Musket500 gp1d12 piercing10 lb.Ammunition (range 40/120), loading, two-handed
Ammunition
 Bullets (10)3 gp—2 lb.—
^firearms
Modern ItemCostDamageWeightProperties
Martial Ranged Weapons
 Pistol, automatic—2d6 piercing3 lb.Ammunition (range 50/150), reload (15 shots)
 Revolver—2d8 piercing3 lb.Ammunition (range 40/120), reload (6 shots)
 Rifle, hunting—2d10 piercing8 lb.Ammunition (range 80/240), reload (5 shots), two-handed
 Rifle, automatic—2d8 piercing8 lb.Ammunition (range 80/240), burst fire, reload (30 shots), two-handed
 Shotgun—2d8 piercing7 lb.Ammunition (range 30/90), reload (2 shots), two-handed
Ammunition
 Bullets (10)——1 lb.—
^modern-item-cost-damage-weight-properties
Futuristic ItemCostDamageWeightProperties
Martial Ranged Weapons
 Laser pistol—3d6 radiant2 lb.Ammunition (range 40/120), reload (50 shots)
 Antimatter rifle—6d8 necrotic10 lb.Ammunition (range 120/360), reload (2 shots), two-handed
 Laser rifle—3d8 radiant7 lb.Ammunition (range 100/300), reload (30 shots), two-handed
Ammunition
 Energy cell——5 oz.—
^futuristic-item-cost-damage-weight-properties