Table of Contents

Firearms and Beam Weapons

Arcydea includes various firearms and beam weapons that are not commonly found within other fantasy/medieval realms. From gnomish contrivances that barely fire a projectile to powerful lasers that blast through solid rock, these weapons can radically change the threat level of a combat.

The weapons table shows the most common firearms and beam weapons available for use in Arcydea, their price and weight, the damage they deal when they hit, and any special properties they may have. All weapons in this category are considered ranged, used to attack targets at a distance.

Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two main categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include pistols, shotguns, and hunting rifles often found in the hands of commoners. Martial Weapons, including assault rifles, submachine guns, machine guns, and heavy beam weapons require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your Proficiency Bonus to the Attack roll for any Attack you make with that weapon. If you make an Attack roll using a weapon with which you lack proficiency, you do not add your Proficiency Bonus to the Attack roll.

Weapon Properties

Many weapons have special properties related to their use, as shown in the weapons table. Others may be found with additional properties that are unique to them. See the Weapon Properties page for the full list.

Firearms and Beam Weapons Table

Modern Weapons

Name Cost Damage Weight Properties
Simple Ranged Weapons
Dart gun 150 gp Special 3 lb. Ammunition (range 40/120), reload 1 This air-dart gun fires a needle via an air compressor. The needle itself inflicts no damage, but it can deliver an injection with any poison to the target. Each dart cost 5 sp, and a vial of poison can coat three darts. You can read more about poisons in the chapter 8 of the Dungeon Master's Guide.
Pistol, light 200 gp 2d6 piercing 3 lb. Ammunition (range 60/180), light, reload 12
Pistol, pocket 250 gp 2d4 piercing 1 lb. Ammunition (range 20/60), covert, light, reload 7
Revolver 250 gp 2d8 piercing 2 lb. Ammunition (range 50/150), reload 6 Since the character must insert every bullet one by one, reloading this weapon takes an action.
Rifle, hunting 500 gp 2d10 piercing 8 lb. Ammunition (range 180/540), reload 1, two-handed
Shotgun, double-barrel 500 gp 2d8 piercing 7 lb. Ammunition (range 30/90), CQB, reload 2, two-handed
Taser gun 100 gp Special 2 lb. Ammunition (range 15/35), special A creature hit by a Taser takes 1d4 lightning damage and it must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn. You can use your action in the following turns to deal 1d4 lightning damage and maintain the target paralyzed for up to 4 turns. The Taser must be recharged using one battery after five shots.
Martial Ranged Weapons
Grenade launcher 750 gp Special 12 lb. Ammunition (range 40/120), heavy, reload 6, two-handed This weapon allows you to propel a fragmentation, smoke or tear gas grenade up to 120 feet away. You can target a creature instead using a grenade launcher. On a hit you deal 1d6 bludgeoning damage to that creature, and then the grenade effect occurs.
Light machinegun 750 gp 2d10 piercing 20 lb. Ammunition (range 100/300), autofire, heavy, reload 120, two-handed
Machine pistol 350 gp 2d6 piercing 3 lb. Ammunition (range 60/180), burst fire, light, reload 20
Pistol, heavy 300 gp 2d8 piercing 3 lb. Ammunition (range 60/180), reload 7
Rifle, sniper 650 gp 2d10 piercing 8 lb. Ammunition (range 180/540), reload 8, two-handed
Rifle, assault 600 gp 2d8 piercing 8 lb. Ammunition (range 100/300), burst fire, reload 30, two-handed
Shotgun, tactical 550 gp 2d8 piercing 7 lb. Ammunition (range 30/90), CQB, reload 6, two-handed
Submachine gun 500 gp 2d8 piercing 6 lb. Ammunition (range 80/240), burst fire, reload 30, two-handed

Generic Firearm Components

Chamber

Component Metal Scraps Hours Checks DC Effects
.22/.25/.32 4 2 1 12 2d4, base weight 1 lb, base range 30/90
.38/9mm 6 4 2 13 2d6, base weight 1.5 lb, base range 60/180
.45/10mm 8 4 2 14 2d8, base weight 2.5 lb, base range 80/240
.50/5.56mm rifle 10 4 2 15 2d10, base weight 4 lb, base range 100/300
.75/7.62mm rifle 12 6 3 16 2d12, base weight 6 lb, base range 120/360
12g Shotgun 12 2 1 12 2d12 slug/4xd8 shot, CQB, base weight 7 lb, base range 30/90
410 Shotgun 10 2 1 12 2d10 slug/4xd6 shot, CQB, base weight 5 lb, base range 30/90

Weapon Base

Receiver

Component Metal Scraps Hours Checks DC Effects
Standard 4 2 1 12 Normal weight/dmg
Light Frame 3 2 1 10 -0.5 lb, -1 dmg
Heavy Frame 6 2 1 12 +0.5 lb, +1 dmg
Calibrated 6 4 2 13 +0.5 lb, Increased critical dmg (+1d)
Hardened 8 4 2 13 +0.5 lb, +2 dmg
Automatic 8 8 4 14 +1 lb, Fully automatic weapon (can Burst Fire), -1 dmg, -10ft min range/-30ft max range
Armor Piercing Automatic 10 8 4 15 +1 lb, Automatic, Armor Piercing 2, -1 dmg, -10ft min range/-30ft max range
Hair Trigger 6 4 2 12 Better RoF (initiative bonus +2)
Powerful 10 4 2 14 +1 lb, +4 dmg
Hardened Automatic 12 8 4 15 +1 lb, Automatic, -1 dmg, -5ft/-20ft range
Rapid Automatic 15 8 4 16 +1.5 lb, Faster RoF (init bonus +2), automatic, -1 dmg, -10ft/-30ft
Calibrated Powerful 15 4 2 16 +1.5 lb, +4 dmg, better crit damage (+1d)
Hardened Piercing Auto 15 8 4 16 +1.5 lb Improved RoF (init+2)/Armor Piercing 4, -1 dmg, -5/20ft range
Advanced 16 4 2 18 +1 lb, Better RoF (init bonus +4), +4 dmg.
Powerful Automatic 20 8 4 18 +1.5 lb, Automatic, +4 init/+4 dmg, -5 ft/20ft range.

Barrel

Component Metal Scraps Hours Checks DC Effects
Stub 2 2 1 12 -0.5 lb, +1 hipfire dmg, -10ft max range
Short 4 2 1 12 Standard
Short Light 4 2 1 12 +1 hipfire dmg
Long 8 4 2 13 +0.5 lb, x1.5 range, -1 hipfire dmg
Long Light 8 4 2 14 x2 range, +1 to hit vs recoil, -1 hipfire dmg
Ported 10 4 2 15 +0.5 lb, +2 to hit vs recoil
Vented 10 4 2 15 +0.5 lb, +2 to hit vs recoil, x2 range, -2 hipfire dmg
Short Ported 4 2 1 14 +2 to hit vs recoil, +1 hipfire dmg
Long Ported 12 4 2 14 +0.5 lb, +2 hit vs recoil, x3 range, +2 sighted damage, -2 hipfire damage
Long Light Ported 10 4 2 14 +0.5 lb, +1 hipfire dmg, +1 hit vs recoil
Long Finned 14 4 2 16 +1 lb, x3 range, +2 sighted dmg, +3 to hit vs recoil, -2 hipfire dmg

Grip

Component Metal Scraps Hours Checks DC Effects
Standard 2 2 1 10 Standard
Comfort 4 2 1 12 +0.25 lb, +1 damage
Sharpshooter 6 2 1 14 +0.5 lb, +2 damage

Stock (Rifle)

Component Metal Scraps Hours Checks DC Effects
Standard 4 2 1 12 +1 lb, +2 sighted dmg
Short 2 2 1 10 +0.5 lb, +1 sighted dmg
Full 6 4 2 13 +1.5 lb, +3 sighted dmg, +1 vs recoil, +1 to aimed hit, bash +d2
Marksman 8 4 2 14 +1.5 lb, +3 sighted dmg, +2 vs recoil, bash +d2
Recoil Compensating 10 4 2 15 +2 lb, +3 sighted dmg, +3 vs recoil, +1 to aimed hit, bash +d2

Magazine

Component Metal Scraps Hours Checks DC Effects
Single Shot 1 2 1 10 1 shot
Tube 2 2 1 11 2-5 shots
Cylinder 4 4 2 12 5-7 shots (revolver only), +1 dmg
Standard 6 4 2 12 8-12 shots
Medium 8 4 2 13 15-20 shots, +0.5 lb
Large 10 4 2 14 20-30 shots, +1 lb
Quick Eject 8 4 2 13 8-12 shots, reload as bonus action
Medium Quick Eject 10 4 2 14 15-20 shots, bonus action, +0.5 lb
Large Quick Eject 12 4 2 15 20-30 shots, bonus action, +1 lb
Drum 16 4 2 15 50 shots, +1.5 lb
Quick Eject Drum 18 4 2 16 50 shots, bonus action, +1.5 lb

Sights

Component Metal Scraps Hours Checks DC Effects
None 0 0 0 0 -1 aim from hip
Standard 2 2 1 10 Iron sights
Glow 2 2 1 10 +1 aim in dark
Glow Reflex 4 4 2 12 +2 aim in dark, +1 aim
Reflex Sight (Dot) 4 4 2 12 +1 aim
Reflex Sight (Circle) 4 4 2 12 +1 aim

Scopes

Component Metal Scraps Hours Checks DC Effects
Short 8 4 2 14 Range +50%, +0.5 lb
Medium 12 6 3 16 Range +100%, +1 lb
Long 16 8 4 18 Range +200%, +2 lb
Short NV 8 4 2 16 Range +50%, +1 lb
Medium NV 12 4 2 18 Range +100%, +2 lb
Long NV 16 4 2 20 Range +200%, +3 lb
Short Recon 8 4 2 16 Range +50%, +1 lb, +1 aim at flagged target
Medium Recon 12 4 2 18 Range +100%, +2 lb, +1 aim at flagged target
Long Recon 16 4 2 20 Range +200%, +3 lb, +1 aim at flagged target

Muzzle

Component Metal Scraps Hours Checks DC Effects
No Muzzle 0 0 0 0 None
Small Bayonet 8 2 1 10 +d2 slash bash damage, +0.5 lb
Large Bayonet 16 2 1 11 +d4 slash bash damage, +1 lb
Compensator 8 4 2 12 +2 to hit vs recoil, +1 lb
Muzzle Brake 8 4 2 10 +2 to hit vs recoil, -5/20 ft range, +1 lb
Suppressor 8 4 2 14 suppressed shots, -10/30 ft range, +2 to hit vs recoil, +1 to aim

Options

Example:

Ammunition

Firearm and Beam Weapon Accessories

Weapons Wpn Prof Cost Damage Weight Properties
Small Bayonet Simple Melee 1 gp 1dX+2 piercing 0.5 lb Special
Large Bayonet Simple Melee 2 gp 1dX+4 piercing 1 lb Special
Chainsaw Bayonet Simple Melee 110 gp 2dX+2 slashing 1 lb Powered (1), armor piercing (1), Special
Vibro-Bayonet Simple Melee 260 gp 3dX+2 slashing 1 lb Powered (2), armor piercing (2), Special
Monowire Bayonet Simple Melee 540 gp 4dX+2 slashing 1 lb Armor piercing (5), Special
Laser Bayonet Simple Melee 1100 gp 5dX+2 radiant 1 lb Powered (3), armor piercing (3), Special
Force Bayonet Simple Melee 2700 gp 6dX+2 force 1 lb Powered (4), armor piercing (2), Special

X = Weapon bash/pistolwhip damage (d4, +2 for certain stocks, +2/4 for certain bayonets) Bayonet: A bayonet (from French baïonnette) is a knife, sword, or spike-shaped weapon designed to fit in, on, over, or underneath the muzzle of a rifle, musket, or similar two-handed firearm. In this regard, it is an ancillary close-quarter combat or last-resort weapon. Plug bayonets (1 gp) are the earliest form of this weapon. While attached, the firearm cannot be used to make a ranged attack. Ring or socket bayonets (2 gp) were later developments that still allow the weapon to be fired. If the bayonet is used when not attached to a two-handed firearm, it is considered an improvised weapon. Advancements in the bayonet have made it a more viable combat alternative for close-ranged combat, with the full range of additional modes available for purchase.

Specific Ranged Weapons and Tech Weapons

Weapons Wpn Prof Wpn Type Cost Damage Weight Properties
Caster Gun Martial Ranged 750 gp 1d10 piercing 2 lb Ammunition (30/120), light, loading, special, focus (+0)
Clockwork Axe Martial Melee 250 gp 1d8 slashing 15 lb Heavy, two-handed, special
Gun Axe Martial Melee 90 gp 1d10 slashing / 1d6 piercing 12 lb Ammunition (30/90), loading, special
Gunblade Martial Melee 300 gp 1d8 slashing / 1d8 piercing 6 lb Finesse, ammunition (30/60), versatile (d10)
Molotov Cocktail Simple Ranged 50 gp Special 1 lb Light, thrown (30/60), special
Shock Blade Martial Melee 250 gp 2d8 lightning 6 lb Powered (50 shots), finesse, versatile (3d8 lightning)
Incinerator Martial Melee 500 gp 3d6 fire 6 lb Powered (30 shots), finesse, versatile (4d6)
Angelic Pistol Martial Ranged 7500 gp 4d8 radiant 18 lb Ammunition (80/320), reload (12), disintegrate
Angelic Repeater Martial Ranged 10000 gp 4d8 radiant 32 lb Ammunition (range 60/240), reload (12), short burst (2), disintegrate, heavy, two-handed
Angelic Rifle Martial Ranged 12500 gp 5d8 radiant 25 lb Ammunition (100/400), reload (6), two-handed, disintegrate
Astral Cannon Martial Ranged 25000 gp 8d6 radiant 10 lb Ammunition (range 300/900), reload (3 shots), heavy, two-handed, special
Beam Rifle Martial Ranged 10000 gp 5d12 radiant 20 lb Ammunition (2000/8000), armor piercing (4), heavy, reload (10), special, two-handed
Anti-Materiel Rifle Martial Ranged 7500 gp 4d10 piercing 30 lb Ammunition (180/540), armor piercing (3), heavy, reload (10), special, two-handed, scope (540), stabilizing
Bazooka Martial Ranged 25000 gp 6d8 bludgeoning + 6d8 fire 16 lb Ammunition (60/600), armor piercing (5), heavy, loading, special, two-handed
Derringer Martial Ranged 200 gp 2d4 piercing 3 lb Ammunition (10/30), hidden, light, reload (2), special
Flamethrower Martial Ranged 5000 gp 2d8 fire 50 lb Ammunition (75/120), heavy, reload (10), two-handed, special
Heavy Machine Gun Martial Ranged 5000 gp 4d6 piercing 80 lb Ammunition (80/240), burst fire, reload (100), two-handed, heavy, stabilizing
Minigun Martial Ranged 5000 gp 4d10 piercing 65 lb Ammunition (40/240), burst fire, heavy, reload (45), two-handed, short burst (3), stabilizing
RPG Martial Ranged 40000 gp 6d10 bludgeoning + 6d10 fire 18 lb Ammunition (60/600), armor piercing (5), heavy, loading, special, two-handed

Weapon Descriptions

Caster Gun: A single barreled, break action handgun that can fire Caster Shells as well as standard ammunition. When firing a caster shell the range and damage of the weapon is replaced with the range and damage of the spell. The only skill required to use the Caster Gun is the ability to use firearms. Any spell attack roll or spell save DC for caster shells uses your dexterity modifier. If wielded by a spellcaster it can also be used as a spellcasting focus.

Clockwork Axe: This weapon is less of an axe, and more so a sharpened gear attached to a five foot haft. Special. A wielder may wind a key in the haft as an action. For the next minute, the axe hums with energy violently spinning the axe head making it deal an additional 1d8 slashing damage. This property can not be activated again if the axe is spinning and once this property has been used, the user must refill the clockwork axe with one pint of oil to use this property again.

Gun Axe: A double axe with an alchemical gun in the handle. When you hit a creature with the head of the blade you can use a bonus action to make an attack with the loaded gun against the same target. This is considered to be a melee attack.

Gunblade: A longsword that has been supplemented with a barrel and trigger for firing alchemical bullets. When you hit a creature with the weapon you can use a bonus action to make an attack with the loaded gun against the same target. This is considered to be a melee attack.

Molotov Cocktail: A Molotov cocktail is a form of easily-breakable bottle, most often glass, filled with a flammable substance ranging from gasoline to alcohol to even napalm-like substances mixed with a small amount of motor oil, all capped off with an alcohol- or kerosene-soaked cloth. As an action, you can throw a Molotov cocktail at a point up to 60 feet away. Each creature within 20 feet of an exploding Molotov Cocktail must make a DC 15 Dexterity saving throw or take 1d10 fire damage and begins burning for 1d4 rounds. On a successful save, a creature takes half damage and doesn't begins burning. After the Molotov cocktail is thrown, its flames spread to cover a 10-foot radius of the target for 1d4 rounds, lighting any flammable objects within this area aflame. Creatures that begin their turns within this area must make a DC 12 Constitution saving throw or take 1d8 fire damage.

Shock Blade: A 'blade' made of electricity, powered by a mana battery in the grip. Less than useful when the battery runs out.

Incinerator: A 'blade' made of fire, powered by a mana battery in the grip. Less than useful when the battery runs out.

Angelic Pistol: Angelic Weapons fire powerful bolts of energy capable of ripping apart foes at a subatomic level, leaving only a burning afterimage.

Angelic Repeater: Angelic Weapons fire powerful bolts of energy capable of ripping apart foes at a subatomic level, leaving only a burning afterimage. This is the rapid-fire version of the weapon, rapidly firing bursts of energy that eat through flesh and solid metal alike.

Angelic Rifle: Angelic Weapons fire powerful bolts of energy capable of ripping apart foes at a subatomic level, leaving only a burning afterimage. This is the full scale rifle version of the weapon, with a more powerful beam compared to its pistol counterpart.

Astral Cannon: An astral cannon harnesses the power of the stars above to fire a powerful blast of explosive star-energy. They are very rare, as they are hard and expensive to create. They are often used as weapons of mass destruction. Special. On a successful hit against a creature, every creature within 10 feet of that creature must make a DC 13 dexterity saving throw. On a failed save, they take 4d6 radiant damage, or half as much damage on a successful one.

Beam Rifle: A futuristic analogue to the anti-materiel rifle, a beam rifle is a heavy, high-precision energy weapon which fires a beam of particles accelerated to 99.99% of the speed of light. Upon impact, the particles transfer their heat and kinetic energy to the target, effortlessly ripping through even heavily armored structures and causing grievous wounds. Despite being hand-held weapons, beam rifles use heavy energy cells, due to their intense power requirements. Siege Weapon. A beam rifle deals double damage against objects and structures.

Anti-Materiel Rifle: Chambered in monstrous calibers like .50 BMG, anti-materiel rifles are designed for use against military equipment (or “materiel” in military terminology) ranging from older tanks, modern light vehicles, and even enemy communication structures. AMRs have similar design principles to those of sniper rifles, delivering a high power shot at long distances with great accuracy, although chambered in a larger caliber for hardened targets. The gun is fed from a large, detachable box magazine holding up to 10 rounds. Siege Weapon. An antimateriel rifle does double damage against objects and structures.

Bazooka: A bazooka is a 60mm rocket launcher, ideal for penetrating heavier armor albeit notoriously inaccurate. When you attack with a bazooka, you can target either a creature or object or a point within range. If you target a creature or object, and hit your target's AC, it cannot attempt a saving throw to reduce the damage taken. Each creature within 30 feet of an exploding rocket must make a DC 15 Dexterity saving throw, taking the listed damage on a failed save, or half as much damage on a successful one. Siege Weapon: An RPG deals double damage against objects and structures.

Derringer: This tiny pistol has two chambers. While fully loaded, you can choose to fire both rounds simultaneously, dealing 4d4 piercing damage. If the target is within 5 feet of you when you make an attack, you deal an additional 1d4 damage, regardless of if you fire both shots or not. Additionally, this weapon does not have disadvantage on attacks within 5 ft.

Flamethrower: A device consisting of a heavy tank full of thickened fuel, worn on the back, and a flame-gun held in the hand which projects and ignites the fuel. It's useful for clearing bunkers and caves. A creature which takes damage from a flamethrower takes 1d6 fire damage at the start of each of its turns, not stacking with itself. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames. You have disadvantage on Dexterity checks with the flamethrower, due to its extreme bulk. Special. You can make a normal single-target attack with a flamethrower, or you can spray everything in a 5-foot-wide, 75-foot long line by dispensing the flamethrower's entire payload of 10 shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the flamethrower's normal damage.

Heavy Machine Gun: A large, fully automatic, belt-fed firearm designed for use as a crew-served weapon. Although the gun is normally attached to a mount or fired on the ground from a bipod or tripod, a very strong individual can pick it up and use it by itself as a portable weapon.

Minigun: A minigun is a six-barreled rotary gun with a disintegrating belt, powered by a battery and with the capacity to fire 100 rounds of 7.62 NATO in a second. Intended to be mounted on larger vehicles, man-portable variants such as the XM214 Microgun chambered in 5.56 were developed, but never saw production due to their smaller caliber being less reliable at range for aircraft gunners. A minigun has a capacity of 4,500 rounds, but due to its very fast rate of fire every “shot” represents 100 bullets.

RPG: An RPG (rocket-propelled grenade launcher) fires 40 mm anti-bunker grenades. When you attack with an RPG, you can target either a creature or object or a point within range. If you target a creature or object, and hit your target's AC, it cannot attempt a saving throw to reduce the damage taken. Each creature within 30 feet of an exploding grenade must make a DC 20 Dexterity saving throw, taking the listed damage on a failed save, or half as much damage on a successful one. Siege Weapon: An RPG deals double damage against objects and structures.