Helldiver Weapons (5e Variant Rule)

Expanded Weapon Actions

These extra options to use in tandem with the weapons presented

Actions

  • Light'em up: You can make an additional attack as a bonus action.
  • Overwatch: You can make an additional attack as a bonus action.
  • Quickload: You can make an additional attack as a bonus action.
  • Suppression: You can make an additional attack as a bonus action.

Penetration type


Additional Properties

  • Long Reload-: Reloading this weapon requires an action. If your weapon has the Heavy property, it requires an action and bonus action or reaction to reload.
  • Automatic: You can make an additional attack as a bonus action.
  • Scope: As a bonus action you can negate the disadvantage on all long-range attacks you make with this weapon this turn
  • Plasma: whenever a target takes damage from this weapon with this property
  • Freezing: whenever a target takes damage from this weapon with this property
  • Burning: whenever a target takes damage from this weapon with this property
  • Acid: whenever a target takes damage from this weapon with this property
  • Gas: this weapon leaves behind a cloud of noxious and acidic fumes
  • Blast (x): Every creature within the blast radius in X feet is affected by the attack roll.
  • Spray (x): this weapon fires a cone equal to 5 times (x) creatures caught in the cone must make a DC (
  • Silenced: Attacking with this ranged weapon does not reveal one’s position.
  • Burst (x): Each attack with this weapon uses x amount of ammunition.
  • Mine: Can be placed as an action. If a creature comes within 5 feet of it after 6 seconds (the creature who placed it’s next turn) everyone in the blast radius must make a DC 20 Dex save, and the mine is destroyed.
  • Bolt: After attacking, you must manually re-cock the weapon’s bolt as an action or bonus action to use it again.
  • Battery: after a turn of not being fired the weapon
  • Round Reload: this weapon only loads one piece of ammo per use of the reload action.
  • Holdout: Weapons with the holdout property have advantage on checks to conceal them.
  • Weapons with the Heavy property use Strength instead of Dexterity and halve the user’s movement speed while in use.
  • Shotguns add their proficiency bonus to damage rolls instead of attack rolls.
  • Attacks made against creatures unaware of the attacker deal twice as much damage.
  • Thrown and Melee Weapons can use Strength or Dexterity for attack rolls, but you cannot add any modifiers to thrown damage rolls.
  • If an Explosive weapon does not hit, it still deals half damage.


Side Arms

Pistols

  • Note: All pistols have the Light property.
Name Damage Type Damage Range Weight Armor Pen Mag Properties Pen Type
Ballistic Pistols
.22 Pistol (Silenced)251d640/803 lb..22 Caliber16Silenced, Holdout
.32 Revolver301d830/1201.5 lb..32 Magnum5Holdout
.357 Revolver401d1050/1502.5 lb..357 Magnum6p
.44 Revolver652d660/1203 lb..44 Magnum6p
Single Action Revolver702d1080/1203 lb..456Long reload
.50 Revolver1506d680/1406 lb..50 MG6P
.44 Pistol (Desert Eagle)602d830/1204 lb..44 Magnum8p
.45 Auto Pistol (Colt)702d690/1802.5 lb..457p
9mm Pistol401d650/1002 lb.9mm13p
9mm Mauser (Chinese Pistol)251d630/1602 lb.9mm9p
10mm Pistol502d450/1503 lb.10mm12p
5.56mm Pistol (.223 Pistol)602d650/2005 lb.5.56mm5p
12.7mm Pistol (12mm Pistol)902d890/1203.5 lb.12.7mm6p
Black Powder Pistol1102d1290/1203 lb..50 Ball1Long Reload
Gauss Pistol1003d690/1805 lb.2mm EC12p
Hunting Revolver802d1050/2004 lb..45-70 Gov't5Scope
Pipe .38 Pistol201d420/802.5 lb..38 Caliber13p
Pipe .45 Revolver301d630/904 lb..456p
Pipe .308 Bolt-Action Pistol301d840/1203.5 lb..308 Caliber6p
Police Pistol751d1290/1203 lb..357 Magnum6Holdout
Ranger Sequoia903d1050/2004 lb..45-70 Gov't5p
Zip Gun451d660/1201 lb.10mm1Holdout
Needler Pistol603d650/1504 lb.Hypo Cartridge10p
Energy Pistols
Laser Pistol652d4100/1503 lb.Small Energy Cell30p
Microwave Emitter852d1250/808 lb.MicroFusion Cell5Poison
Plasma Defender502d630/1802 lb.Small Energy Cell16p
Plasma Pistol451d1230/1803 lb.Plasma Cartridge16p
Recharger Pistol702d4100/1507 lb.MicroFusion Breeder20p
Stun Gun151d420/401.5 lb.Small Energy Cell5On a hit, target is grappled until the end of your next turn. Holdout
Gamma Gun603d830/1203 lb.Small Energy Cell8Deals rads instead of damage
Acid Soaker853d410/403.5 lbAcid Canister15
Explosive Pistols
Grenade Pistol452d620/603 lb.40mm Grenade1Blast (5)
Flamer Pistol351d1210/208 lb.Fuel Canister3Burning
Flare Gun201d430/2402 lb.26.5mm Flare1Burning
Melee Pistol
Dart Gun401d630/602 lb.Darts1Long reload, Poison (w/ poison darts), Silenced, Holdout

Rifles

  • Unless stated otherwise, all rifles are 2-handed.
Name Damage Type Damage Range Weight Ammo Mag Properties
Ballistic Rifles
7.62mm Rifle (FN FAL)834d465/7009 lb.7.62mm20p
Assault Carbine451d1230/30010 lb.5mm24Burst (4), Automatic
Assault Rifle (R91)652d660/3007.5 lb.5.56mm30Burst (3), Automatic
Battle Rifle (M1 Garand)853d490/3609.5 lb..308 Caliber8p
BB Gun30150/2002 lb.BB100p
Black Powder Rifle1055d630/1206 lb..50 Ball1p
Brush Gun1256d4100/3007 lb..45-70 Gov’t6Bolt
Caseless Assault Rifle (H&K G11)1003d860/1808.5 lb.4.7mm50Automatic2
Chinese Assault Rifle (Type 93)752d860/3008 lb.5.56mm or 7.62mm24Automatic, Burst (3)3
Combat Rifle802d8100/2009 lb..4520p4, 76
Cowboy Repeater783d475/1505.5 lb..357 Magnum7p
Gauss Rifle (Charge Variant)2208d8100/60015 lb.2mm EC7Scope, Bolt
Gauss Rifle (Automatic Variant)2056d6100/60015 lb.2mm EC7Scope, Automatic
Hunting Rifle854d630/7007.5 lb..308 Caliber5Bolt
Lever-Action Rifle853d490/6007 lb..45-70 Gov't5p
Marksman Carbine332d415/2008 lb.5.56mm20Burst (5), Automatic, Scope
Pipe 10mm Rifle101d420/604 lb.10mm1Bolt
Pipe .38 Rifle251d430/2004 lb..38 Caliber20p
Pipe .45 Revolver Rifle351d640/3006.5 lb..456p
Pipe .308 Bolt-Action Rifle451d850/4006 lb..308 Caliber6p
Radium Rifle732d675/14011 lb..4520Burst (3), Deals 1d4 rads as well as damage
Service Rifle852d6100/3008.5 lb.5.56mm20p
Sniper Rifle1704d615/80012.5 lb..308 Caliber5Scope
Trail Carbine1033d875/7507.5 lb..44 Magnum8Bolt
Varmint Rifle552d460/1805 lb.5.56mm5p
XL70E3752d860/24010 lb.5mm20Burst (2), Scope
Energy Rifles
LAER1452d8200/2504.5 lb.MicroFusion Cell20p
Laser Musket1253d12150/20012 lb.MicroFusion Cell5Burst (5)
Laser Rifle1202d8150/2007.5 lb.MicroFusion Cell24p
Plasma Rifle783d645/2008 lb.Plasma Cartridge12p
Pulse Rifle1451d1230/3009 lb.MicroFusion Cell1Pulse
Recharger Rifle1133d4150/20014 lb.MicroFusion Breeder7p
Tesla Rifle1083d1215/6010 lb.MicroFusion Cell15Pulse
Holorifle1803d650/1508 lb.MicroFusion Cell4Blast (10), long reload, targets take 5 damage on their turn for 3 rounds
Explosive Rifles
Grenade Rifle (M79)783d645/1358 lb.40mm Grenade1Blast (10)
Grenade Launcher803d650/1508 lb.40mm Grenade4Blast (10), long reload
Melee Rifles
Bow351d1020/605 lb.Arrow1Silenced, Bolt
Compound Bow552d820/605 lb.Arrow1Silenced, Bolt
Crossbow602d630/908 lb.Arrow1Silenced, Bolt
Net Gun30020/6010 lb.Net1On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape.N/A
Railway Rifle602d830/12014 lb.Railway Spikes10p
Syringer650100/2007 lb.Syringe1Scope, Poison
Tranquilizer Rifle750100/2004 lb.Tranquilizer Dart1Scope, PoisonN/A

Shotguns

  • Unless otherwise stated, all shotguns have the 2-handed property.
Name Damage Type Damage Range Weight Ammo Mag Properties
Ballistic Shotguns
Automatic Shotgun (H&W CAWS)833d615/309 lb.12-Gauge10Automatic
Gauss Shotgun3208d640/8020 lb.2mm EC8P
Black Powder Blunderbuss902d1210/205 lb..50 Ball1p
Bullpup Automatic Shotgun (Pancor Jackhammer)732d815/6014 lb.12-Gauge10p
Combat Shotgun602d1010/308 lb.12-Gauge8p
Double-Barrel (SxS) Shotgun983d815/306.5 lb.12-Gauge2Burst (2)
Double-Barrel (O/U) Shotgun (Caravan Shotgun)654d410/406.5 lb.20-Gauge2p
Hunting Shotgun (Pump-Action)802d830/407 lb.12-Gauge5Bolt
Lever-Action Shotgun935d415/308 lb.20-Gauge5Light
Pipe Shotgun551d1210/205 lb.12-Gauge1p
Pump-Action Combat Shotgun (NeoStead 2000)652d620/408.5 lb.12-Gauge10BoltTactics
Riot Shotgun802d1210/309.5 lb.12-Gauge12p
Single Shotgun601d1220/406 lb.20-Gauge1p
Energy Shotguns
Laser Scattergun853d620/408 lb.MicroFusion Cell20p
Plasma Scattergun932d1215/458.5 lb.MicroFusion Cell10p

Submachine Guns

  • All submachine guns have the automatic property.
Name Damage Type Damage Range Weight Ammo Mag Properties
Ballistic SMGs
.22 SMG (Silenced)403d430/1808 lb..22 Caliber180Silenced, Burst (18), 2-handed
9mm Helix SMG (Calico Liberty)401d1040/1206.5 lb.9mm502-handed, Burst (10)
9mm Machine Pistol (Scorpio)251d820/803.5 lb.9mm32Light, Burst (6)
9mm SMG (MP5, M3 Grease Gun)503d450/1506 lb.9mm302-handed, Burst (5)
10mm SMG402d630/1206.5 lb.10mm302-handed, Burst (3)
12.7mm SMG552d840/1607 lb.12.7mm212-handed, Burst (3)
Chinese 9mm SMG (MP38)501d1240/1209 lb.9mm302-handed, Burst (6), Silenced
Grease Gun (M3A1)251d820/1407 lb..4530Versatile (2d6), Burst (5)
Police SMG (P90)503d420/1206.5 lb.9mm40Burst (5), 2-handed
Sten Gun652d660/1007 lb.9mm50Burst (3), 2-handed
Tommy Gun653d640/16011 lb..4530Burst (5), 2-handed
Uzi503d420/807.5 lb.9mm25Light, Burst (5)
Energy SMGs
Laser RCW852d880/12010 lb.Electron Charge Pack60Burst (3), 2-handed

Big Guns

  • Unless otherwise stated, all heavy weapons have the Heavy and 2-Handed properties.
Name Damage Type Damage Range Weight Ammo Mag Properties
Ballistic Heavy Weapons
50 Cal Machine Gun (M2)1153d1230/12045 lb..50 MG250Burst (10), Automatic
Anti-Material Rifle5158d615/1,50025 lb..50 MG8Scope, Bolt
Bozar3405d630/1,00015 lb.5.56mm30Automatic, Scope, Burst (5)
Gatling Gun (Civil War)703d630/12055 lb.5mm250Burst (10), Automatic
Gauss Minigun1356d660/27045 lb.2mm EC80Burst (4), Automatic, Long Reload
Light Machine Gun (M60/SAW/MG 42)1303d1260/18023 lb.5.56mm90Burst (5), Automatic
Light Support Weapon (L86A1)852d880/24014.5 lb.5.56mm30Burst (5), Automatic, Not Heavy
Browning Auto Rifle (BAR)982d1275/25516 lb.7.62mm20Burst (5), Automatic, Not Heavy
Minigun602d830/30050 lb.5mm500Burst (20), Automatic, Long Reload
Shoulder-Mounted Machine Gun1103d880/48030 lb.10mm120Burst (10), Automatic
Rail Cannon5656d12100/22045 lb.15mm EC10Burst (2)
K90001002d1080/48027 lb..357 magnum rounds50Burst (5), Automatic, Scope
Energy Heavy Weapons
Arc Welder984d815/3019 lb.Electron Charge Pack30Burst (3), Automatic
Cryolator1584d415/6018 lb.Cryo Cell25DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn
Drone Cannon20,0005d880/60020 lb.Alien Power Module1Blast (10)
Gatling Laser1953d8250/35040 lb.Fusion Core50Long Reload
Gatling Plasma1253d1080/24040 lb.Fusion Core50Long Reload
Plasma Caster1503d12100/30022 lb.Fusion Core10Long Reload
Tesla Cannon2804d12300/35015 lb.Electron Charge Pack4p
Explosive Heavy Weapons
Auto Grenade Launcher1205d630/8050 lb.40mm Grenade18Burst (3), Blast (20), Automatic
Fat Man49012d1015/40031 lb.Mini-Nuke1Blast (80), Long Reload
Grenade Machine Gun1004d660/10047 lb.25mm Grenade30Burst (3), Blast (15), Automatic
Prototype Rocket Launcher1404d8100/35025 lb.Rocket13Blast (10), Automatic, Long Reload
Missile Launcher1856d8100/60021 lb.Missile1Blast (20)
Flamer733d810/2040 lb.Flamer Fuel50Burst (5), Blast (5), Automatic, Burning
Heavy Incinerator1003d860/12038 lb.Flamer Fuel25Burst (5), Blast (10), Burning
Incinerator853d660/12032 lb.Flamer Fuel25Burst (5), Blast (10), Burning
Melee Heavy Weapons
Broadsider1104d880/24042 lb.Cannonball1Long Reload
Harpoon Gun1402d12120/15037 lb.Harpoon1Bolt, Long Reload
Junk Jet702d1030/12048 lb.Anything3Long Reload
Air Cannon85015/3015 lb.Electron Charge Pack5Knocks target prone and moves 15 ft. away from user on hitN/A

Thrown

Name Damage Type Damage Range Weight Properties
Ballistic Thrown
Bottlecap Mine696d85/150.5 lb.Mine, Blast (5)
Energy Thrown
Cryo Grenade383d630/600.5 lb.DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn Blast (5)
Cryo Mine455d65/150.5 lb.DC 15 Constitution saving throw on hit or petrified for 1 minute, target may retry at the end of each turn Mine, Blast (15)
Plasma Grenade655d830/600.5 lb.Blast (5)
Plasma Mine787d85/150.5 lb.Mine, Blast (15)
Pulse Grenade451d1230/600.5 lb.Blast (5), Pulse
Pulse Mine301d125/150.5 lb.Mine, Blast (15), Pulse
Microfusion Grenade201d1030/600.5 lb.Blast (5)
Microfusion Cluster785d105/150.5 lb.Mine, Blast (30)
Explosive Thrown
Dynamite302d630/600.5 lb.Blast (5)
Pipe Bomb151d615/300.5 lb.Blast (5)
Flash Bang15030/600.5 lb.Light, DC 15 Constitution saving throw on hit or stunned until end of your next turn, Blast (5)
Fragmentation Grenade535d630/600.5 lb.Blast (5)
Boombug202d615/400.5 lb.Blast (5)
Fragmentation Mine707d85/150.5 lb.Mine, Blast (15)
Molotov Cocktail202d430/600.5 lb.Blast (5), Burning
Fat Mine16512d105/150.5 lb.Mine, Blast (80)
Incendiary Grenade283d430/600.5 lb.Blast (5), Burning
Melee Thrown
Net10015/300.5 lb.On a hit, restrains target. Must succeed DC 15 Strength save as an action to escape.N/A
Throwing Knife202d430/600.5 lb.Holdout
Throwing Spear252d630/600.5 lb.p
Throwing Darts101d420/400.25 lb.Holdout
Tomahawk201d1030/600.5 lb.p

Melee

Name Damage Type Damage Range Weight Properties Pen Type
Melee Melee
Rock121 lb.Light, holdout
Gold Nugget552 lb.Light, holdout
Assaultron Blade702d64 lb.Light
Crowbar201d64 lb.Light, +2 bonus to Strength checks where the crowbar's leverage can be applied
Shovel401d84 lb.2-handed, +2 bonus to Strength checks where the shovel's leverage can be applied
Auto Axe502d68 lb.2-handed, Automatic, Heavy
Baseball Bat402d43 lb.Versatile (2d6)
Brass Knuckles201d41 lb.Light, Holdout
Bumper Sword902d810 feet8 lb.2-handed, Heavy
Road Sign Sword602d610 feet6 lb.2-handed, HeavyN/A
Switch Blade151d40.5 lb.Light, Holdout
Pool Cue301d63 lb.2-handed
Chinese Officer Sword702d63 lb.Light
Cleaver601d62 lb.Light
Club801d62 lb.Light
Rolling Pin251d41 lb.Light
Combat Knife401d81 lb.Light
Chainsaw902d88 lb.2-handed, Automatic, Heavy
Deathclaw Gauntlet501d104 lb.Light
Dog Tag Fist201d41 lb.Light, Holdout
Fire Axe902d810 feet5 lb.2-handed
Industrial Hand601d124 lb.Automatic
Katana601d83 lb.Versatile (1d12,10ft)
Knife201d41 lb.Light
Toy Knife51d4-21 lb.Light, Holdout
Nail Board301d61 lb.
Machete401d83 lb.Light
Mantis Gauntlet501d102 lb.Light
Mr. Handy Buzz Blade501d1010 feet8 lb.2-handed, Automatic, Heavy
Pipe401d42 lb.Versatile (1d8)
Police Baton502d41 lb.Light, Holdout
Power Fist1102d105 lb.
Rebar Club401d1010 feet10 lb.2-handed, Heavy
Ripper501d121 lb.Light, Automatic
Sledge Hammer401d810 feet10 lb.2-handed, Heavy
Spear401d810 feet3 lb.2-handed
Diamond Spear1002d810 feet3 lb.2-handed
Barbed Spear601d610 feet3 lb.2-handed, When you hit an opponent, they must make a 12 DC strength save or be grappled
Festering Spear1001d810 feet3 lb.2-handed, Poison
Super Sledge1102d1010 feet10 lb.2-handed, Heavy
Tire Iron502d41 lb.Light
War Glaive1102d1010 feet6 lb.2-handed
Yao Guai Gauntlet401d83 lb.Light
Axe601d10+110 feet6 lb.2-handed, Heavy
Energy Melee
Proton Axe902d810 feet6 lb.2-handed
Cattle Prod201d41 lb.Light
Displacer Glove902d85 lb.Light
Shock Baton401d81 lb.Light, Holdout
Stun Baton501d61 lb.Light, On hit target’s movement speed is halved for 1 minute, Holdout
Thermic Lance1302d1210 feet8 lb.2-handed, Heavy
Plasma Cutter1102d106 lb.Versatile (2d12)
Zap Glove501d105 lb.Pulse, Light
Saturnite Fist1502d105 lb.Light
Super Heated Saturnite Fist2503d105 lb.Light, Burning
Cosmic Knife502d41 lb.Light, Holdout
Cosmic Knife Heated1003d41 lb.Light, Burning, Holdout
Ballistic Melee
Ballistic Fist902d83 lb.Light
Punch Gun502d42 lb.Light
Piston Spear1502d128 lb.2-handed, Heavy, Automatic
Explosive Melee
Mini-Nuke25012d100.5 lb.Blast (80)
Dynamite Spear1252d1010 feet4 lb.Blast (5)
Missile/Rocket15/255d80.5 lb.Blast (15)
Shishkebab1102d108 lb.Burning, Light


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