D&d Rule 0 Dmg

  1. D&d Rule 0 Dmg Download
  2. D&d Beyond
  3. D'arcy Carden
  4. D&d Rule 0 Dmg 1

From D&D Wiki

Jump to: navigation, search

In the dmg variant rules there is a rule for massive damage, where if you take greater than X damage from a single source in a turn you suffer an extra effect, like being knocked unconscious.

Sweeney

A collection of variant rules useful for modern and futuristic firearms.

Armor Piercing[edit]

Armor Piercing

Attacks with weapons or ammunition with the armor piercing trait are quite effective against armor, by either burning straight through it or passing through unsealed areas.

  • Armor Piercing (-1). Targets with natural armor or worn armor and an AC of 14 or better take a -1 penalty to AC.
  • Armor Piercing (-2). Targets with natural armor or worn armor and an AC of 16 or better take a -2 penalty to AC, in addition to the benefits of armor piercing (-1).
  • Armor Piercing (-3). Targets with natural armor or worn armor and an AC of 18 or better take a -3 penalty to AC, in addition to the benefits of armor piercing (-1) and (-2).
  • Armor Piercing (-4). Targets with natural armor or worn armor and an AC of 20 or better take a -4 penalty to AC, in addition to the benefits of armor piercing (-1), (-2), and (-3).
  • Armor Piercing (-5). Targets with natural armor or worn armor and an AC of 22 or better take a -5 penalty to AC, in addition to the benefits of armor piercing (-1), (-2), (-3), and (-4).

The AC penalties do not stack together.

Burst Fire Nonproficiency[edit]

The DC of Dexterity saving throws made against firearms using burst fire (DMG p. 267) is 10 (not 15) if the attacker does not have proficiency with the weapon.

Burst Fire Proficiency[edit]

The DC of Dexterity saving throws made against firearms using burst fire (DMG p. 267) is 13 + the attacker's proficiency bonus (not 15) if the attacker has proficiency with the weapon. You may use this rule in conjunction with the Burst Fire Nonproficiency rule, above.

Short Burst[edit]

D&d Rule 0 Dmg

Firearms with the short burst trait can, fire a number of rounds of ammunition with a single pull of the trigger. This is typically a three-round burst but could be anywhere between two and five.

When you make an attack with a firearm with this trait, you can choose to expend a single round of ammunition as normal, or fire a short burst and expend additional rounds of ammunition as indicated in the parenthesis. If you fire a short burst and successfully hit, you can re-roll a number of the damage die, as indicated in the parenthesis, accepting the new results.

For example, a bolter has short burst (2), so when you attack you expend three rounds of ammunition and re-roll two of the damage die if you successfully hit.

D&d Rule 0 Dmg Download

Scope[edit]

Firearms with the scope trait have a scope which facilitates extreme long-range engagements.

D&d Beyond

If you have not moved since the end of your last turn, you can use an action to aim down the scope of a firearm that has this trait at a specific target. Once you do so, you are incapacitated and your speed becomes 0 until the start of your next turn. However, the first attack you make against the target at the start of your next turn is made as if the firearm has a different range value (listed in parentheses), with no long range at which attacking imposes disadvantage on your attack roll.

Back to Main Page → 5e Homebrew → Rules

D

D'arcy Carden

Retrieved from 'https://www.dandwiki.com/w/index.php?title=Firearms_(5e_Variant_Rule)&oldid=1175303'

D&d Rule 0 Dmg 1

Page number and name of optional or variant rule:
If you have any I missed, please let me know and I'll add it.
EDIT: Added 2 variants on p140 regarding potions and scrolls
22 Renown
50 Feywild Magic
52 Shadowfell Despair
59 Psychic Dissonance
59 Blessed Beneficence
59 Pervasive Goodwill
60 Overwhelming Joy
60 Hunter's Paradise
60 Beast Transformation
61 Intense Yearning
61 Immortal Wrath
61 Power of the Mind
62 Mad Winds
62 Abyssal Corruption
63 Prison Plane
63 Vile Transformation
63 Cruel Hindrance
64 Pervasive Evil
66 Bloodlust
66 Law of Averages
66 Imposing Order
67 Planar Vitality
93 Loyalty
96 Cleric: Death Domain
97 Paladin: Oathbreaker
131 Training to Gain Levels
140 Potion Miscibility
140 Scroll Mishap
141 Wands That Don't Recharge
230 Alternatives to Epic Boons
241 Only Players Award Inspiration
251 Flanking
252 Diagonals
253 Facing
263 Proficiency Dice
263 Ability Check Proficiency
264 Background Proficiency
264 Personality Trait Proficiency
264 Hero Points
264 New Ability Scores: Honor and Sanity
266 Fear and Horror
266 Healing: Healer's Kit Dependency
266 Healing: Healing Surges
267 Healing: Slow Natural Healing
267 Rest: Epic Heroism
267 Rest: Gritty Realism
267 Firearms
267 Explosives
268 Alien Technology
269 Plot Points
270 Initiative: Initiative Score
270 Initiative: Side Initiative
270 Initiative: Speed Factor
271 Action Options
272 Hitting Cover
272 Cleaving Through Creatures
272 Injuries
273 Massive Damage
273 Morale
285 Creating a Race or Subrace
287 Modifying a Class
288 Spell Points
289 Creating a Background