Table of Contents

Barton Security Forces

Provides security forces and equipment for small to medium businesses or high-risk individuals.

Now Hiring

Item Cost Description
Security Guard $5/day A simple rent-a-cop, using the stats of the Guard (https://www.dndbeyond.com/monsters/16915-guard) armed with a baton (d4+1, +3 to hit) and a light pistol (2d6+1, +3 to hit), as well as a ballistic vest (AC 13+1 Dex, resist slash/pierce). Paid in exchange for risking his neck for your goods.
Security Professional $10/day An experienced rent-a-cop, using the stats of the Soldier (https://www.dndwiki.io/monsters/soldier) with two attacks, either with a stun baton (d4+1, +3 to hit) or a heavy pistol (2d8+1, +3 to hit), as well as a coddleweb ballistic vest (AC 16+1 Dex, resist slash/pierce). Better pay leads to a better professional.
Security Veteran $20/day A Veteran with Dex and Str exchanged (https://roll20.net/compendium/dnd5e/Veteran#content), providing two attacks with a primary weapon and one with a secondary weapon, using either a stun baton (d4+1, +3 to hit) or a heavy pistol (2d8+3, +5 to hit), and with a coddleweb ballistic vest (AC 16+1 Dex, resist slash/pierce). Familiar working with law enforcement.

Outfit Your Security Force

Item Cost Description
Ballistic Fiber Vest $1000 Light armor, 13 + Dex mod, 10 lb., Resistant (Piercing, Slashing), Covers (Torso). Lightweight armor protection that won't slow you down and can be easily concealed.
Coddleweb Fiber Vest $2000 Light armor, 16 + Dex mod, 10 lb., Resistant (Piercing, Slashing), Covers (Torso). Lightweight armor protection that won't slow you down and can be easily concealed.
Stun Baton $40 1d4 lightning, 1 lb, finesse, light, special. A stun baton has 5 charges. When you hit a creature with a stun baton, you can expend one charge. The target must make a Constitution saving throw (DC 10) or be paralyzed until the start of your next turn. The stun baton must be recharged using one battery after expending the last charge.
Pocket Pistol $500 2d4 piercing, 1 lb., Ammunition (range 20/60), covert, light, reload 7. This tiny pistol is nonetheless powerful enough to put down a perpetrator, and easily concealed.
Light Pistol $400 2d6 piercing, 3 lb. Ammunition (range 60/180), light, reload 12. A reliable pistol that doesn't have a sharp recoil and thus is perfect for smaller combatants.
Heavy Pistol $600 2d8 piercing, 3 lb. Ammunition (range 60/180), reload 7. A large pistol favored by those who want to look tough, or who just deals with tough targets.
Street Sweeper $2000 2d8 piercing, 11 lb, Ammunition (range 30/90), CQB, reload 6, two-handedA powerful semi-automatic shotgun with an 18“ barrel and 12 shots, although reloading is particularly slow (one action to load two shots).

Special Ammunition

Item Cost Description
Red Dragon's Breath Shell $60 Fired from a shotgun, this powerful shell generates a 75-foot long line of flames that is ten feet wide; anything within this range suffers 4d8 fire damage. Creatures take half damage on a successful Dexterity save vs DC 15.
Blue Dragon's Breath Shell $60 This shell generates a 90-foot long line of electricity that is five feet wide; anything within this range suffers 4d8 lightning damage. Creatures take half damage on a successful Dexterity save vs DC 15.
Green Dragon's Breath Shell $60 This shell penetrates doors and windows before ejecting its contents, and inflicts 2d8 damage on a direct hit, as well as subjecting a 20-foot diameter area to a cloud of tear gas. Each creature in this area must make a DC 15 Constitution roll or be blinded and poisoned, and suffer 4d8 poison damage; creatures can repeat this save every round to clear this condition. Creatures take half damage and are not blinded or poisoned on a successful save.
Black Dragon's Breath Shell $60 This alchemical shell sprays acid in a 60-foot long line that is five feet wide; anything within this range suffers 4d8 acid damage. Creatures take half damage on a successful Dexterity save vs DC 15.
White Dragon's Breath Shell $60 This alchemical shell shoots icy cold in a 60-foot long cone from the barrel; anything within this range suffers 4d8 cold damage. Creatures take half damage on a successful Constitution save vs DC 15.
Baton Shell $10 This shotgun shell inflicts 1d8 bludgeoning damage and does not have kickback.
Beanbag Shell $10 This shotgun shell inflicts 1d6 bludgeoning damage, halved if the user is wearing medium or heavy armor, nonlethal, and does not have kickback.
Rubber Shot Shell $10 This shotgun shell inflicts 4d4 bludgeoning damage, nonlethal, halved if the user is wearing medium or heavy armor.
Silenced Slug Shell $60 This shotgun shell is magically silenced, and inflicts normal damage.
Frangible Shell $10 This shotgun slug is used for door-breaching, and inflicts 3d8 concussive piercing damage, halved if the user is wearing heavy armor.