Weapons (Soul Society Supplement)
Weapons
The following weapons are in addition to all official weapons (although they are much less commonly utilized), which count as Common items, and replace official firearms.
Simple Weapons
Simple Melee Weapons
Bat
Simple Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bat | 5 sp | 1d4 bludgeoning | 3 lb. | Brace, versatile (1d6) |
This single piece of shaped wood is a little under 3 feet long. One end is thin and often wrapped in tape for gripping, while the other end is thicker to carry the weight of swings. A bat is typically designed to intercept balls and rocks thrown in "stickball" games, but one can be surprisingly effective at intercepting enemies too. In locales where weapons are banned, this mere "toy" can be the most reliable means of self-defense.
Brace. If you make a melee attack with a brace weapon as part of an attack you prepared with the Ready action, you have advantage on the attack roll. You must be proficient with the weapon to gain this benefit.
Eku
Simple Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Eku | 5 gp | 1d8 bludgeoning | 13 lbs. | Heavy, Two-handed, Special |
An eku is a large, often wooden, paddle-like weapon. It started off as rowing oars used by sailors to defend themselves in the event of an attack, but it has since splintered off from its origins and has become its own distinct weapon. An eku can still be used to row a boat, but it is more difficult and the boat will not be as fast. The wielder of an eku can strike with either the flat section or the ridge, and sometimes the ridge is even sharpened and metallic.
Special. You can attack with the ridge of the weapon, dealing slashing damage, instead of bludgeoning.
Ikakalaka
Simple Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Ikakalaka | 30 gp | 1d6 slashing | 6 lb. | Special |
The ikakalaka is a short sword with a broad two-edged blade and a curved axe-like tip. It was used in ceremonies and executions by decapitation, and also as a symbol of status between the Kutu people, on Congo.
Special. You can roll one additional weapon damage die when determining the extra damage for a critical hit with this weapon.
Machete
Simple Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Machete | 10 gp | 1d6 slashing | 2 | ½ lb.— |
A machete is a chopping weapon mass-produced in modern society. However, when these weapons were first invented they were forged by swordsmiths.
Scythe
Simple Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Scythe | 2 gp | 1d10 slashing | 4 lb. | Heavy, two-handed |
This weapon is inspired by the common farming implement used to cut swaths of grown hay, but it has a straight handle and a heavier blade. Despite its humble origins, the scythe is recognized as a symbol of death in many cultures because of its use in reaping. Rather than being too heavy for most smaller creatures, the scythe is too long for Small creatures to wield effectively.
Wakizashi
Simple Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Wakizashi | 5 gp | 1d6 slashing | 1 lb. | Finesse, Versatile (1d8) |
Similar in shape to other curved, single-bladed swords, wakazashi range between slightly shorter than a katana, referred to as an ō-wakazashi, to slightly longer than a tanto, referred to as a kō-wakazashi. They were primarily wielded alongside a katana as a status symbol to differentiate an average katana-wielding nobody with a samurai. This pair is referred to as a “daishō”, literally “big-little”.
Simple Ranged Weapons
Double-Barrel Shotgun
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Double-Barrel Shotgun | Common | 1d6 piercing | 7 lb. | Ammunition (range 30/90), reload (2 shots), spread (1d6), two-handed |
Even older than pump-action shotguns, double-barrel shotguns were some of the earliest handheld gunpowder weapons created, and as such have been outpaced in military use, making them exclusively civilian.
Handgun
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Handgun | Common | 2d6 piercing | 1 lb. | Ammunition (range 30/300), light, reload (12 shots) |
Pistols are widely available across the world, from military and police to civilian use.
Handgun, Heavy
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Handgun, Heavy | Uncommon | 2d8 piercing | 1 lb. | Ammunition (range 30/300), reload (12 shots) |
Heavy handguns fire larger rounds, typically .50 caliber, and make for a heavier sidearm than a typical handgun.
Pump Shotgun
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Pump Shotgun | Common | 1d8 piercing | 7 lb. | Ammunition (range 30/90), long reload (6 shots), spread (1d6), two-handed, loading |
Shotguns fire a large spread of small, relatively low velocity projectiles with a single shot. While initially introduced into the military, their simple production and the use of body armor have made them mostly a non-issue for military personnel, leading to them being widespread on the civilian market.
Revolver
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Revolver | Common | 2d8 piercing | 1 lb. | Ammunition (range 30/300), long reload (6 shots) |
Despite using rudimentary technology, revolvers have stood the test of time as reliable weapons capable of handling larger rounds without may chamber pressure limitations. Due to their simple design, they can typically take larger rounds than a handgun.
Shuriken
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Shuriken | 1 sp | 1d4 piercing damage | ¼ lb | Finesse, hidden, thrown (20/60) |
Shuriken are small star-shaped throwing blades that are easily concealed in clothing.
Stun Gun
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Stun Gun | Common | 1d4 piercing | 1 lb. | Ammunition (range 15/150), long reload (1 shot), special |
A taser is a less-lethal device primarily used by law enforcement that channels electricity into a target through a pair of barbs.
Special. If the target takes damage from a ranged attack with this weapon, they must attempt a DC 15 Constitution saving throw. On a failure, they are incapacitated and their movement speed is reduced to 0 until the end of their next turn. On a success, their movement speed is cut in half until the end of their next turn. If a creature fails by 5 or more, they are stunned until the end of their next turn instead. Creatures that are resistant to lightning damage have advantage on this saving throw, and creatures that are immune to lightning damage are immune to this effect.
Martial Weapons
Martial Melee Weapons
Ballistic Knife
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Ballistic Knife | Rare | 1d4 piercing | ¼ lb. | Finesse, Hidden, Undersized, special |
A ballistic knife looks and functions just like a normal knife, but it secretly has a high tension spring powered blade that can be shot up to 30 feet away with incredible velocity. It is illegal in most countries.
Special. You can press a switch on the knife to cause it shoot outwards, making a special melee attack with it with a reach of 30 ft. which deals 4d4 piercing damage on a hit instead of its normal damage. Hit or miss, once you make this attack the knife becomes unusable as a weapon until you spend an action to rewind it.
Battle Wire
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Battle Wire | 10 gp | 1d4 slashing | 1 lb. | Finesse, Versatile (1d6), Disarming, Special |
The Battle Wire is a long spool of thin steel, nearly 8 feet, delicately woven together like a braid. It's thick enough to be swung around and be durable, but thin enough to be sharp and concealable. The ends are weighted cylindars of metal, making the weapon ideal for slashing out like a whip. It resembles a steel jump rope, and can be used with one or two hands. Using two hands, you hold the weapon almost like you would a classic jump rope, proficiency allowing you to pull off amazing twists, twirls, and lashes during close combat. Using one hand, you hold the weapon like a whip with both handles in one hand, making a loop, and flinging one of the cylinders out to slash your target with the razor wire.
Special. When you wield the battle wire in one hand, it is also considered to have the reach property.
Bo Staff
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bo Staff | 6 gp | 2d4 bludgeoning | 6 lb. | Heavy, reach, two-handed |
The bo staff is a more effective approach to the staff weaponry. It is heavier than a quarterstaff but with more balance on each end allowing it to be whirled in battle to keep up momentum and deliver devastating blows.
Chainsaw
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Chainsaw | Rare | 2d12 slashing | 45 lb. | Heavy, Stabilizing, two-handed, reach |
A massively large custom-built metal saw with a gigantic blade, designed for use by a person of unusual size or strength. A monster chainsaw runs for two hours on a full tank of 2 gallons of gasoline. A monster chainsaw that's not turned on can still be used as a club to beat down enemies, but only deals 2d8 bludgeoning damage.
Fūma Shuriken
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Fūma Shuriken | 5 gp | 1d6 slashing | 2 lb | Light, Thrown 20/60, Finesse |
Fūma shuriken are large shuriken with four blades. While they are typically characterized by their curved blades, some have triangular or flat blades. Each blade is usually the length of a grown man’s arm, though smaller variants for smaller wielders exist.
Katana
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Katana | 15 gp | 1d8 slashing | 3 lb. | Finesse |
In some cultures this strong, single-edged sword is a symbol of honor and prestige. The katana is intended for two-handed use, but it's light enough to be wielded one-handed.
Kodachi
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Kodachi | 15 gp | 1d6 slashing | 2 lb. | Finesse, thrown (range 20/60) |
A short sword with a slightly curved blade.
Ko-naginata
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Ko-naginata | 20 gp | 1d6 slashing | 3 lb. | Finesse, Versatile (1d8), Reach, Heavy, Special |
Similar to the glaive, the ko-naginata is a pole weapon made for dexterous female martial artists not weighed down by the heavier armors of their male peers. The blade of a ko-naginata was smaller than the male warrior's ō-naginata in order to compensate for the lesser height and upper body strength of a woman than an armoured male samurai. The weapon is too cumbersome to be effectively wielded by smaller creatures, while still being balanced for nimble fast flourishes and agile combat styles in either one or two hands by medium or larger sized creatures.
Special. This weapon only has the reach property while being wielded in both hands.
Kunai
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Kunai | 3 gp | 1d4 piercing | 1/2 lb. | Finesse, hidden, light, special, thrown (30/90) |
Kunai are small, diamond-shaped knives with a ring at the pommel. a pair of these can be used for climbing terrain.
Special. When wielding a kunai in each hand, if you are proficient in either Strength (Athletics) or Dexterity (Acrobatics), you gain a climbing speed of 20 feet.
Kusarigama
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Kusarigama | 15 gp | 1d8 bludgeoning or 1d8 slashing | 4 lb. | Reach, Finesse |
The kusarigama "chain-sickle" is a traditional Japanese weapon that consists of a kama (the Japanese equivalent of a sickle) on a kusari-fundo – a type of metal chain with a heavy iron weight at the end.
Naginata
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Naginata | 60 gp | 1d8 slashing | 5 lb. | Finesse, versatile (1d10), heavy, reach, special |
Similar to the glaive, the naginata is a pole weapon. Naginata were originally used by the samurai class of feudal Japan, as well as by ashigaru (foot soldiers) and sōhei (warrior monks). The naginata is the iconic weapon of the onna-bugeisha, a type of female warrior belonging to the Japanese nobility.
Special. This weapon only has the reach property while being wielded in both hands.
Ninjato
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Ninjato | 25 gp | 1d4 slashing | 2 lb. | Light, finesse, versatile (1d6), special |
The ninjato is a short sword with a curved blade, used for ninja due to the facility to create and quickness to use. Ninjatos are typically not used on swordplay and fencing, and tend to be employed against helpless or unarmed enemies. In frontal combat, the ninjato can be used as a last resource against an attacker.
Special. Attacks against surprised targets cause additional 1d4 damage (or 1d6 if wielded with both hands).
NRS-2
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
NRS-2 | Rare | 1d4 slashing/2d6 piercing | 3 lb. | Finesse, Light, Thrown (range 20/60), Special, Ammunition (range 30/120), Loading |
Known in its native language as the Нож Разведчика Стреляющий (literally Scout Firing Knife), and being catalogued under official GRAU index 6P25U, the NRS-2 is a survival knife similar to the America Ka-Bar Fighting/Utility knife with a barrel and firing mechanism capable of firing a single 7.62×42mm SP-4 (СП-4) cartridge built into the handle. Originally manufactured for the Soviet Union, it is still used by the modern Spetsnaz and certain Russian special law enforcement groups.
Special. When you make a melee attack with this weapon, it does not have the Ammunition or Loading properties, and it deals 1d4 slashing damage. When you make a ranged attack with this weapon, it does not have the thrown property and deals 2d6 piercing damage.
Nunchaku
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Nunchaku | 1 gp | 1d4 bludgeoning | 2 lb. | Finesse, Light, Special |
This martial melee weapon is a derivative of a Flail and consists of two short clubs connected by a short cord or chain.
Special. When used by a wielder proficient with martial weapons or a Monk, against a small- or medium-sized humanoid creature, the wielder gains a +2 to their attack roll when attempting to disarm a creature (see Disarm, DMG 271).
Ōdachi
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Ōdachi | 100 gp | 2d6 slashing | 5 lb. | Reach, heavy, two-handed |
This exceptional long and slightly curved blade lends itself to cutting and broad, sweeping, strikes.
Expensive. A character can never gain this weapon as starting equipment from their class.
Saber
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Saber | 30 gp | 1d8 slashing | 4 lb. | Finesse |
This elegant weapon is most famously wielded by duelists and swashbucklers.
Tachi
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Tachi | 30 gp | 1d8 slashing | 3 lb. | Finesse, Versatile (1d10), Special |
A traditional Japanese sword that is longer than the katana and was created during the Kotō period. This blade is usually two handed and was used by Japanese soldiers on the battlefield.
Special. This weapon only counts as a finesse weapon while being wielded in one hand.
Tantō
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Tantō | 6 gp | 1d4 slashing | 1 lb. | Finesse, light, thrown (range 20/60) |
A Tantō is one of the traditionally made Japanese daggers that were worn by the samurai class of feudal Japan. The tantō dates to the Heian period, when it was mainly used as a weapon but evolved in design over the years to become more ornate. Tantō were used in traditional martial arts (tantojutsu). The term has seen a resurgence in the West since the 1980s as a point style of modern tactical knives, designed for piercing or stabbing.
Tetsubo
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Tetsubo | 20 gp | 1d10 bludgeoning | 10 lb. | Heavy, two-handed, special |
A traditional Japanese weapon meant for effective use against armored opponents.
Special. When you hit a creature wearing heavy armor or that has some form of damage threshold or reduction with this weapon, and you roll a 5 or below on the weapon's damage die, you may treat that damage die as if you had rolled a 5.
Three-Section Staff
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Three-Section Staff | 75 gp | 2d4 Bludgeoning | 6 lb. | Versatile (2d6), Reach, Special |
A staff with 3 sections connected by chains.
Three-Section Staff. The Three-Section staff only has the reach property when it is wielded with two hands.
Tonfa
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Tonfa | 7 gp | 1d4 bludgeoning | 3 lb. | Finesse, Light, Special |
A weapon that consists of a tough wooden stick with a perpendicular handle at the third of its length. Popular among martial artists who prefer a good mix of offense and defense.
Grip Style. Using an object interaction, you can change the way you're gripping your tonfa to one of the following:
- Standard Grip: This weapon's damage dice becomes 1d6.
- Reverse Grip: Your AC is increased by 1.
- Special Grip: You have advantage in Strength (Athletics) throws to grapple or shove a creature.
Trench Knife
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Trench Knife | 4 gp | 1d4 bludgeoning/piercing | 1 lb. | Finesse, light, special |
Trench knives are specially adapted for close quarters fighting, featuring a sturdy blade, a studded knuckle guard suitable for punching, and often a pointed metal pommel capable of cracking skulls.
Special. You cannot be disarmed of a trench knife, and you have advantage on attacks made against grappled targets.
Triple Flail
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Triple Flail | 75 gp | 1d4 | 3 lb. | Heavy, Special |
An exotic weapon consisting on three metal balls, attached to a handle with chains.
Special: When you hit an attack with this flail, roll a d3. The number rolled determines how many heads will hit the target. You roll the damage die a number of times equal to the number rolled on the d3.
War Scythe
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
War Scythe | 10 gp | 2d4 slashing | 12 lb. | Heavy, reach, two-handed |
An extremely long and heavy scythe, used in battle to decapitate your enemies from afar.
Martial Ranged Weapons
Automatic Rifle
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Automatic Rifle | Rare | 2d8 piercing | 6 lb. | Ammunition (range 60/600), reload (10 shots), spread (1d4) |
Using low-power rifle rounds, automatic rifles have become the most effective way to deal large amounts of damage capable of overcoming armor.
Automatic Shotgun
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Automatic Shotgun | Rare | 1d8 piercing | 7 lb. | Ammunition (range 30/90), reload (10 shots), spread (1d6), two-handed |
Shotguns fire a large spread of small, relatively low velocity projectiles with a single shot. While most shotguns are largely civilian, automatic variants are typically significantly harder to obtain.
Battle Rifle
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Battle Rifle | Rare | 2d10 piercing | 8 lb. | Ammunition (range 120/1200), long reload (20 shots), two-handed |
An updated, semi-automatic variant to the now-outdated bolt action rifle, battle rifles are a direct upgrade, but cost significantly more to produce, and therefore buy.
Bolt Action Rifle
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bolt Action Rifle | Uncommon | 2d8 piercing | 8 lb. | Ammunition (range 120/1200), long reload (5 shots), loading, two-handed |
The primary weapon of most militaries during the early World Wars era, bolt action rifles boast the first full-power cartridges ever developed, capable of tearing through infantry armor and covering entire battlefields in the hands of skilled marksmen. However, their cumbersome manual cycling and the advancement of technology eventually resulted in the modern automatic rifle, leading to these weapons mostly being used by hunters.
Chakram
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Chakram | 50 gp | 1d6 slashing | 1 lb. | Finesse, light, thrown (range 20/60) |
This unusual weapon looks like a brass hoop with sharpened edges. Its razor-thin edge is ideal for dismembering opponents.
Machine Gun
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Machine Gun | Very Rare | 3d6 piercing | 65 lb. | Ammunition (range 60/600), long reload (10 shots), spread (1d4), stabilizing |
This massive firearm spits out a barrage of full-size cartridges. Newer models use multiple rotary barrels to keep from overheating.
Submachine Gun
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Submachine Gun | Uncommon | 2d4 piercing | 6 lb. | Ammunition (range 60/600), reload (8 shots), spread (1d4) |
Using pistol rounds, a submachine gun is able to fire a large number of rounds in a relatively short amount of time.
Rocket Launcher
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Rocket Launcher | Legendary | — | 24 lb. | Ammunition (range 60/600), long reload (1 shot), heavy, loading, special, two-handed, stabilizing |
Rocket launchers are military devices primarily used to destroy buildings and vehicles in a single shot using a self-propelled explosive projectile. Each creature within 30 feet of where you fire this weapon at must make a DC 20 Dexterity saving throw or take 10d6 fire damage. On a successful save, a creature takes half as much damage.
- Siege Weapon
A rocket launcher deals twice as much damage against objects and structures.
Senbon
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Senbon | 2 gp | 1d4 Piercing | 1 lb. | Light, Thrown (10/30), Special |
Senbon are metal needles with two pointed ends. They are usually used for medical practice but can also make a great weapon with proper medical knowledge and dexterity.
Special. You may draw or stow a number of senbon up to half your Dexterity modifier (rounded up, minimum 1, maximum 3) on a single item interaction, and hold an equal amount senbon with a single hand. Senbon can not be used to make melee attacks.
When you make an attack with senbon, you may throw a number of senbon up to half your Dexterity modifier (rounded up, minimum 1, maximum 3), making a single attack. If you throw two, the target takes 1d6 + your Strength or Dexterity modifier piercing damage on a hit. If you throw three, the target takes 1d8 + your Strength or Dexterity modifier piercing damage on a hit.
Ammunition
Ammunition Types
- Pistol Rounds (10)
Cost: Common
Weight: 1 lb.
These rounds can be loaded into handguns, revolvers, submachine guns, and ballistic knives.
- Heavy Pistol Rounds (10)
Cost: Uncommon
Weight: 1 lb.
These rounds can be loaded into revolvers and heavy handguns.
- Shotgun Shells (10)
Cost: Common
Weight: 1 lb.
These rounds can be loaded into pump action shotguns and double-barrel shotguns.
- Automatic Rifle Rounds (10)
Cost: Common
Weight: 1 lb.
These rounds can be loaded into automatic rifles.
- Rifle Rounds (10)
Cost: Uncommon
Weight: 1 lb.
These rounds can be loaded into bolt action rifles, battle rifles, and machine guns.
- Explosive Rocket
Cost: Rare
Weight: 1 lb.
This round can be loaded into a rocket launcher.
Special Ammunition Types
The following can be applied to any firearm's ammunition, and increase the ammunition's rarity by its own rarity (i.e. Common special pistol rounds are Uncommon, Rare special pistol rounds are Very Rare, Legendary special rocket rounds are Special Legendary).
Adventuring Gear | Cost | Weight |
---|---|---|
Armor Piercing Bullets (10) | Rare | 1 lb. |
Armor Piercing Discarding Sabot Rounds (10) | Very Rare | 1 lb. |
Explosive Bullets (10) | Rare | 1 lb. |
Hollow Point Bullets (10) | Common | 1 lb. |
Incendiary Bullets (10) | Uncommon | 1 lb. |
Match Grade Bullets (10) | Common | 1 lb. |
Rubber Bullets (10) | Common | 1 lb. |
Semi-Armor Piercing Bullets (10) | Uncommon | 1 lb. |
Shotgun Slugs (10) | Common | |
Shotshells (10) | Uncommon | |
Subsonic Bullets (10) | Rare | 1 | ¼ lb.
Tranquilizer Rounds (10) | Legendary | 1 lb. |
Grenades
Weapon | Cost | ||||
---|---|---|---|---|---|
Grenade, Beehive | Rare | ||||
Grenade, Concussion | Uncommon | ||||
Grenade, Flare | Common | ||||
Grenade, Fragmentation | Common | ||||
Grenade, Incendiary | Uncommon | ||||
Grenade, Nerve Gas | Very Rare | ||||
Grenade, Smoke | Uncommon | ||||
Grenade, Stun | Rare | ||||
Grenade, Tear Gas | Very Rare |
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