d20 Modern Conversion: Equipment (Draft 1)

Search GM Binder

Chapter X: Equipment

Equipment is of paramount concern to anyone operating in the line of fire, as it often can be the difference between life and death. Whether it be a tool to fix a particular problem, armor designed for undercover work, or just a big gun, having the right equipment on hand can boost anyone's confidence. This chapter details all of the items and merchandise that are most useful when facing the threats of a modern world.

Armor

Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials.

Concealability

Several forms of modern armor are designed such that they can be concealed if necessary. Unlike small objects, there is very little a character can do in the moment to hide armor they are wearing. As such, the DC to notice worn armor is static and unaffected by the ability scores of whoever is wearing the armor.

Noticing concealed armor is done with a Wisdom (Perception) check. The DC of this check is dependent on the type of armor, and is shown in the "Perception DC" column of the armor table. If an armor type does not have a listed DC, it is always considered noticed by anyone seeing the character wearing it.

Light Armor

For the character who doesn’t want to be bogged down by more cumbersome armor types, a leather garment or some sort of concealable armor is just the ticket.


Heavy Coat

A thick coat designed for cold weather can provide some small degree of protection when worn, but isn't exactly an advanced defensive solution.

Leather Jacket

This armor is represented by a heavy leather biker’s jacket. A number of other impromptu armors, such as a football pads and a baseball catcher’s pads, offer similar protection and game statistics.

Kevlar-Lined Coat

A favorite of the paranoid civilian everywhere, this type of coat offers significantly more protection than a standard garment, being lined with more resilient materials.

Light Undercover Shirt

Designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armored, this garment consists of a t-shirt with a band of light protective material sewn in around the lower torso.

Pull-Up Pouch Vest

This garment, consisting of a torso apron of light protective material held up by a loop around the neck, can be stored in an innocuous fanny pack. Wear it around your waist, and you’ll attract little attention. Then, when the bullets begin to fly, simply unzip the pouch and pull the apron up and over your neck. Deploying the apron is an environmental interaction. This garment provides no AC bonus when undeployed.

Armor
Armor Cost Armor Class (AC) Strength Stealth Perception DC Weight
Light Armor
  Heavy Coat $40 11 + Dex modifier Disadvantage 6 lb.
  Leather Jacket $90 11 + Dex modifier 4 lb.
  Kevlar-Lined Coat $150 12 + Dex modifier Disadvantage 6 lb.
  Light Undercover Shirt $200 11 + Dex modifier 24 2 lb.
  Pull-Up Pouch Vest $275 12 + Dex modifier Special 2 lb.
  Undercover Vest $350 13 + Dex modifier 18 3 lb.
Medium Armor
  Concealable Vest $500 14 + Dex modifier (max 2) 16 4 lb.
  Light-Duty Vest $650 15 + Dex modifier (max 2) 8 lb.
  Tactical Vest $900 16 + Dex modifier (max 2) Str 13 Disadvantage 10 lb.
Heavy Armor
  Special Response Vest $900 15 Str 13 Disadvantage 15 lb.
  Land Warrior Armor $1,200 17 Str 13 Disadvantage 10 lb.
  Forced Entry Unit $1,500 18 Str 15 Disadvantage 20 lb.
Shields
  Riot Shield $150 +2 6 lb.
  Ballistic Shield $900 +3 Str 15 Disadvantage 16 lb.

Special. While undeployed, characters automatically fail Perception checks to notice this garment (though at the GM's discretion they may notice the pouch, and intuit what it contains). While deployed, the armor is not considered concealable.

Medium Armor

Most medium armor is not terribly heavy, but nonetheless provides a significant amount of protection - at the expense of some agility.

Concealable Vest

Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it.

Light-Duty Vest

A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort - at least compared to other tactical body armors.

Tactical Vest

The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.

Heavy Armor

For the best protection money can buy, go with heavy armor - putting a thick, solid barrier between you and the bullets is certainly an effective means of defense.

Special Response Vest

Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents.

Land Warrior Armor

The standard in warzone protection, this armor incorporates additional plating on the arms and legs in comparison to a special response vest.

Forced Entry Unit

The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.

Shields

While they have fallen out of popularity somewhat in modern times - due to the popularity of two-handed firearms and the need for a free hand - shields do still have their uses in certain situations.

Riot Shield

Ideal for forming a barricade and protecting against thrown items, riot shields are usually constructed from clear reinforced plastic. They won't often stand up to more intense impacts such as bullets, usually cracking or bending when subjected to extreme forces.

Ballistic Shield

A large, thick shield of steel, these are what you grab when you need to stop a bullet. Ballistic shields often come with a small viewport in the top half.

Optional Rule:
Damage Reduction

You may allow armor to reduce the damage of incoming attacks in your game. If you do so, consult the following table for how much each armor reduces certain damage types:

Armor Bludgeoning Piercing Slashing
Light Armor
  Heavy Coat 0 0 0
  Leather Jacket 0 0 2
  Kevlar-Lined Coat 0 2 2
  Light Undercover Shirt 0 2 0
  Pull-Up Pouch Vest 0 2 2
  Undercover Vest 0 2 2
Medium Armor
  Concealable Vest 2 3 2
  Light-Duty Vest 2 3 3
  Tactical Vest 2 5 3
Heavy Armor
  Special Response Vest 3 5 3
  Land Warrior Armor 5 5 5
  Forced Entry Unit 7 7 7
Shields
  Riot Shield 2 2 2
  Ballistic Shield 5 5 5

Weapons

Firearms

Firearms represent perhaps the single greatest advance in warfare throughout history. Using chemical propellants to deliver force rather than human muscle power, something something flavor text. For the purposes of D&D, a firearm is a ranged weapon using bullets as ammunition.

Optional Rule: Two-Weapon Fighting With Ranged Weapons

A lone gunslinger rushing to engage with both hands blazing hot lead is an iconic scene in many settings that involve firearms, however in standard D&D 5th Edition, you cannot dual-wield ranged weapons. To allow for this in your games, simply allow ranged weapons with the Reload property to be used with two-weapon fighting, treating them the same as you would a melee weapon.

Noise

Unlike most melee or historical ranged weapons, guns create a lot of noise when they are fired. Unless a firearm is equipped with a suppressor, shots from the weapon can be heard up to 100 feet away. Weapons that do not use bullets as ammunition (such as dart guns, tasers, compound bows, and heavy crossbows) don't generate any excessive noise when used unless otherwise stated.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Other ammunition, such as arrows and crossbow bolts may be recovered. At the end of the battle, you can recover half of your recoverable ammunition by taking a minute searching the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Archaic. See "Historic Weapons".

A-Fire. Short for "automatic fire", this weapon continually fires as long as the trigger is held. When you make an attack with this weapon on your turn, you instead make two attacks with disadvantage. These attacks always have disadvantage, regardless of circumstance, and the targets of both attacks must be within 5 feet of one another (both attacks can be made against the same target). These attacks use double the normal amount of ammunition.

Braced. A weapon that has the braced property is designed to be fired only when braced on a bipod, or a hard, stationary surface, such as a low wall. Bracing the weapon requires an action or a bonus action (the character’s choice). If the character moves after bracing the weapon, or drops the weapon, the weapon is no longer considered to be braced. While a weapon with this property is not braced, attack rolls with it are made at disadvantage unless the character's Strength score is equal to or higher than the number in parentheses.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within range that you can see with shots. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage. The DC equals 8 + your Dexterity modifier + your proficiency bonus if proficient. This action uses ten pieces of ammunition.

Creatures and objects which are larger than the targeted area automatically fail this saving throw.

Covert. You have advantage on Dexterity (Sleight on Hands) checks to conceal this weapon.

Mounted. The recoil of this weapon is far too large to be reasonably wielded without support, and should only be used when properly steadied. A weapon that has the mounted property is designed to be fired only when mounted on a tripod, vehicle, or other sturdy base.

Mounting or unmounting the weapon requires an action. While it is mounted, it cannot be moved. Wielding a weapon with this property that is not mounted imposes disadvantage on attack rolls and anyone attacking with this weapon when it is not mounted must make a DC 20 Strength saving throw or be knocked prone, unless the character's Strength score is equal to or higher than the number in parentheses. Additionally, creatures wielding this weapon while it is not mounted move at half speed.

Reload. You can fire a limited number of shots with this weapon before you need to reload. How the weapon is reloaded depends on the type of magazine it uses to store ammunition. Reloading firearms come in three basic types: box, internal, and linked.

Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.

Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles. This category includes the cylinder of a revolver.

Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.

Reloading a firearm that you are proficient with using a filled box magazine or speed loader, or linking two belts of ammunition together is an action or a bonus action. Refilling a box magazine or a speed loader, reloading a weapon with an internal magazine, loading a belt of linked ammunition, or reloading a weapon that you aren't proficient with is an action.

Simplified Reloading

Not all groups want complicated reloading mechanics. If you wish to simplify the reloading rules, simply treat all reload actions as a bonus action.

S-Fire. Short for "selective fire", this weapon can alternate between automatic and non-automatic shooting. When you make an attack with this weapon on your turn, you can choose to make two attacks with disadvantage instead. These attacks always have disadvantage, regardless of circumstance, and the targets of both attacks must be within 5 feet of one another (both attacks can be made against the same target). These attacks use double the normal amount of ammunition.

Spray. This weapon uses multiple pieces of ammunition for each attack. The number in parentheses specifies how many pieces of ammunition are used for each attack.

Spread. When attacking a target within this weapon's normal range, roll an additional damage die and add it to the weapon’s damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.

Archaic Weapons

Weapons which were used historically, but have fallen out of popular use, are considered Archaic. The majority of the weapons found in the Player's Handbook are considered Archaic. A character is not assumed to be proficient in an Archaic weapon, even if they are proficient in the category that the weapon falls under.

For example, Sadie has taken the Soldier advanced class, so she is proficient in "all weapons". However, it is down to the GM to decide whether she is proficient with a well-preserved longsword that she finds while exploring some old ruins. This decision should usually be based on whether the character has particular experience with another weapon similar to the Archaic weapon, or whether the character has specific knowledge of historic armaments. In Sadie's case, she hasn't really spent any time around historic weapons, but she has displayed a particular knack with a machete in the past, so the GM decides she is proficient in the longsword.

Silvered Weapons

You can have a weapon silvered by visiting an appropriate labourer. The cost of this a service is $90. Silvered ammunition is covered under "Special Ammunition" later in this chapter. Silvered weapons follow the same rules detailed in chapter 5 of the Player's Handbook.

Special Weapons

Weapons with special rules are described here.

Cannon. A classical weapon that has been used for well over 500 years, this simplistic artillery weapon packs quite a punch. A creature hit with a cannon must make a Strength saving throw (DC 15) or be knocked prone.

Chainsaw. Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies. A chainsaw must be running to be used as a weapon, otherwise it simply counts as an improvised weapon. Starting a chainsaw is an action. If you roll a natural 1 on an attack roll with a chainsaw, it stalls.

BB Gun. These toys come in a variety of styles, and a particular BB Gun may have any one of the following properties: A-Fire, Spread, Light, and Two-Handed. Their ammunition capacity also varies, and may be as high as 50.

Flamethrower. A flamethrower consists of a pressurized tank containing fuel, connected to a tube with a nozzle. When you attack with a flamethrower, it shoots a 5-foot-wide, 30-foot-long line of flame.

Any creature caught in this area must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The DC equals 8 + your Dexterity modifier + your proficiency bonus if proficient.

Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage at the start of each of their turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

A single gasoline tank provides a flamethrower with enough fuel for 10 shots before it must be reloaded.

Judge Carbine. This revolving carbine has a long cylinder that allows it to load either d6 Shotgun shells or d10 Revolver cartridges. When loaded with shells it gains the Spread property and its range is reduced to 30/90.

Judge Revolver. This high-caliber revolver has a long cylinder that allows it to load either d6 Shotgun shells or d10 Revolver cartridges. When loaded with shells it gains the Spread weapon property and its range is reduced to 20/60.

Punt Gun. This extremely oversized shotgun was historically intended for hunting large numbers of birds simultaneously. When you attack with this weapon, you target a 90-foot cone. Each creature in the area must make a Dexterity saving throw (DC 20) or take the weapon's damage.

Stun Baton. A stun gun has 5 charges. When you hit a creature with a stun gun, you can choose to expend one charge. When you do so, the target must make a Constitution saving throw (DC 10) or be stunned until the end of its next turn.

The stun baton can be recharged to 5 charges using a battery.

Stun Gun. A stun gun has 5 charges. To attack with a stun gun, you must expend one charge. A creature hit with a stun gun must make a Constitution saving throw (DC 10) or be stunned until the end of its next turn.

The stun gun can be recharged to 5 charges using a battery.

Melee Weapons
Weapon Cost Damage Weight Properties
Simple Melee Weapons
  Baton $40 1d6 bludgeoning 2 lb. Light
  Brass Knuckles $12 1d4 bludgeoning 1 lb. Light, covert
  Cleaver $20 1d4 slashing 2 lb. Light
  Extendable Baton $55 1d6 bludgeoning 2 lb. Light, covert
  Hatchet $30 1d6 slashing 2 lb. Light, thrown (range 20/60)
  Hammer $20 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
  Hunting Knife $20 1d4 piercing 2 lb. Finesse, light, thrown (range 20/60)
  Machete $30 1d8 slashing 3 lb. Finesse, light
  Pocket Knife $12 1d4 piercing 1 lb. Covert, finesse, light
  Sap $20 1d4 bludgeoning 1 lb. Light, finesse
  Stun Baton $70 1d6 bludgeoning
+ 1d4 lightning
2 lb. Light, special
  Stun Gun $40 1d4 lightning 1 lb. Light, finesse, special
  Tonfa $55 1d6 bludgeoning 2 lb. Light, finesse, special
Martial Melee Weapons
  Chain $12 1d8 bludgeoning 6 lb. Two-handed, reach
  Chainsaw $90 3d6 slashing 10 lb. Two-handed, heavy, special
  Sledgehammer $30 2d6 bludgeoning 9 lb. Heavy, two-handed
  Sword Cane $70 1d8 slashing 3 lb. Finesse, special
  Whip $40 1d4 slashing 3 lb. Finesse, reach
Ranged Weapons
Weapon Cost Damage Weight Properties
Simple Ranged Weapons
  Autoloader $350 2d6 piercing 3 lb. Ammunition (range 50/150), reload (15 box), light
  BB Gun $40 1 piercing 1 lb. Ammunition (range 40/120), reload (15 box), special
  Carbine $650 2d6 piercing 6 lb. Ammunition (range 80/320), reload (20 box), versatile (2d8)
  Dart Gun $150 1 piercing 2 lb. Ammunition (range 40/120), reload (1 internal), covert
  Double-Barreled Shotgun $500 2d8 piercing 7 lb. Ammunition (range 30/90), reload (2 internal), spread,
two-handed
  Flamethrower $1,500 3d6 fire 20 lb. Ammunition, reload (tank), two-handed, special
  Holdout Pistol $200 2d4 piercing 2 lb. Ammunition (range 30/90), reload (1 internal), light, covert
  Hunting Rifle $500 2d10 piercing 8 lb. Ammunition (range 120/480), reload (5 box), two-handed
  Machine Pistol $900 2d6 piercing 3 lb. Ammunition (range 50/150), reload (20 box), s-fire,
burst fire, light
  Revolver $200 2d6 piercing 2 lb. Ammunition (range 50/150), reload (6 internal), light
  Riot Shotgun $650 2d6 piercing 4 lb. Ammunition (range 20/60), reload (10 box), spread,
versatile (2d8)
  Sawed-Off Shotgun $350 2d6 piercing 4 lb. Ammunition (range 20/60), reload (2 internal), spread,
versatile (2d8)
  Taser $200 1d4 lightning 2 lb. Ammunition (range 15/30), reload (1 internal), special
Martial Ranged Weapons
  Anti-Material Sniper Rifle $2,750 2d12 piercing 20 lb. Ammunition (range 150/750), reload (5 box), braced (Str 13),
two-handed
  Anti-Personnel Sniper Rifle $2,000 2d10 piercing 15 lb. Ammunition (range 120/600), reload (8 box), two-handed
  Assault Rifle $1,500 2d8 piercing 10 lb. Ammunition (range 80/320), reload (30 box), s-fire,
burst fire, two-handed
  Auto Carbine $900 2d6 piercing 6 lb. Ammunition (range 80/320), reload (20 box), s-fire,
burst fire, versatile (2d8)
  Cannon $1,200 4d10 bludgeoning 5 lb. Ammunition (range 80/320), reload (1 internal), two-handed,
mounted (19), special
  Combat Rifle $2,000 2d10 piercing 10 lb. Ammunition (range 80/320), reload (20 box),
s-fire, burst fire, two-handed
  Combat Shotgun $2,750 2d8 piercing 8 lb. Ammunition (range 30/90), reload (20 box), spread,
two-handed
  Compound Bow $200 1d10 piercing 5 lb. Ammunition (range 150/600), heavy, two-handed
  Heavy Machine Gun $3,500 2d12 piercing 30 lb. Ammunition (range 100/400), reload (linked), a-fire,
burst fire, two-handed, mounted (17), spray (3)
  High-Caliber Autoloader $650 2d8 piercing 4 lb. Ammunition (range 50/150), reload (9 box)
  High-Caliber Revolver $275 2d8 piercing 4 lb. Ammunition (range 50/150), reload (6 internal)
  Hunting Crossbow $275 1d12 piercing 10 lb. Ammunition (range 100/400), heavy, reload (1 internal),
two-handed
  Judge Revolver $350 2d10 piercing 4 lb. Ammunition (range 50/150), reload (5 internal), special
  Judge Carbine $900 2d8 piercing 4 lb. Ammunition (range 80/320), reload (5 internal), special,
versatile (2d10)
  Light Machine Gun $2,000 2d10 piercing 20 lb. Ammunition (range 80/320), reload (linked), a-fire,
burst fire, braced (Str 15), two-handed, spray (2)
  Marksman Rifle $1,200 2d8 piercing 8 lb. Ammunition (range 120/480), reload (20 box), two-handed
  Pump-Action Shotgun $650 2d10 piercing 7 lb. Ammunition (range 30/90), reload (8 internal), spread,
two-handed
  Punt Gun $1,500 2d12 piercing 7 lb. Ammunition, reload (1 internal), mounted (19),
two-handed, special
  Short Shotgun $650 2d8 piercing 4 lb. Ammunition (range 20/60), reload (8 internal), spread,
versatile (2d10)
  Submachine Gun $1,200 2d6 piercing 6 lb. Ammunition (range 80/320), reload (40 box), a-fire,
burst fire, two-handed

Sword Cane. This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, the sword component considered to be concealed when sheathed; it is noticed only with a Wisdom (Perception) or Intelligence (Investigation) check (DC 20).

Taser. A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. A creature hit with a taser must make a Constitution saving throw (DC 15) or be stunned until the end of its next turn.

Tonfa. While wielding a tonfa in each hand, you have a +1 bonus to AC.

Ammunition

The weight and cost of bullets is determined by the damage die of the weapon it is used for. Shotgun shells are a little heavier; use the weight value for bullets with the next up damage die. Listed costs are for 50 rounds. If a weapon has the Versatile property, use the higher damage die to determine which bullets to use for it.

Bullets
Damage
Die
Cost 10 20 30 40 50 100
d4 $40 1/2 lb. 1/2 lb. 1/2 lb. 1/2 lb. 1 lb. 1 1/2 lb.
d6 $40 1/2 lb. 1/2 lb. 1/2 lb. 1 lb. 1 lb. 2 lb.
d8 $55 1/2 lb. 1/2 lb. 1/2 lb. 1 lb. 1 lb. 2 lb.
d10 $70 1/2 lb. 1 lb. 1 lb. 1 1/2 lb. 1 1/2 lb. 3 lb
d12 $90 1 lb. 2 lb. 3 lb. 4 lb. 5 lb. 10 lb
WEIGHT PER NUMBER OF ROUNDS:
Other Ammunition
Ammunition Cost Weight
Arrows (20) $40 1 lb.
BB Rounds (1000) $5 1/2 lb.
Cannonball $55 2 lb.
CO2 Darts (16) $55 1 lb.
Crossbow Bolts (20) $30 1 1/2 lb.
Taser Cartridges (4) $55 1/2 lb.
Flamethrower Tank $55 2 lb.
Punt Gun Round $40 1 lb.

Explosives

Explosives are often used for fun and profit. Able to deal devastating amounts of damage to a large group or object, explosives are fearsome devices. When purchasing an explosive, you can choose to buy it in grenade, planted, or rocket form. When purchasing an explosive in rocket form increase its multiply its cost by 1.5. Grenades and planted explosives weigh 1 lb., whereas rockets weigh 5 lb.

Grenades

When throwing a grenade, treat it as a simple ranged weapon (range 20/60). Grenades can also be used as ammunition for a grenade launcher or handheld launcher.

Rockets

Rockets are explosives used as ammunition for a rocket launcher.

Planted Explosives

Planted explosives function similarly to grenades, but they are not used as weapons. Rather, they are placed at a location and detonate when they are activated. Planted explosives can be activated in a variety of ways, determined by the type of detonator used. Planting an explosive (including linking a detonator) is an action, and you can plant it within 5 feet of your current position.

Explosive Saving Throws

The saving throw DC of an explosive is dependent on its construction. Typically, purchased explosives have a DC of 12. A character can alter this DC by spending at least 30 minutes tinkering with the explosive. They must have access to a demolitions kit to do this. After tinkering with the explosive, the character makes a DC 15 Intelligence check. On a success, the DC for the explosive becomes 8 + your Intelligence modifier + your proficiency bonus (only add your proficiency bonus if you are proficient with Demolition Kits). On a failure, the DC for the explosive is reduced by 1d4. On a critical failure, the explosive is rendered unusable.

An explosive which disperses a poison uses the poison's saving throw. An example of this is the tear gas grenade.

Explosives
Explosive Cost
Det Cord (50 feet) $90
Dynamite (12) $200
Firecracker (12) $20
Flashbang (6) $150
Fragmentation (6) $900
Incendiary (6) $1,200
Plastic Explosive (4) $350
Pulse (6) $1,500
Smoke (6) $90
Tear Gas (6) $275
Thermite (6) $1,500
White Phosphorous (6) $900

Det Cord

Det cord is an explosive in a ropelike form, and can only be purchased in a planted explosive form. Technically, det cord doesn’t explode — but it burns so fast that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation, det cord can also be looped around a tree or post to cut it neatly in half.

A length of det cord can be spread out to pass through up to ten 5-foot squares. When you use your action to plant det cord, you can continue to plant it as you move.

When it is activated, any creature within the det cord's area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by 1d6 (to a maximum of 6d6).

Dynamite

The simplest of explosives, these deal damage through the concussive force of their explosion. When activated, each creature within 5 feet of the explosive must make a Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

A character can bind dynamite charges together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).

Firecracker

More of a toy than a serious tool, these weak explosives are often used at cultural celebrations, or occasionally for pranks. When it is activated, any creature within the explosive's area must make a Dexterity saving throw, taking 1d4 thunder damage on a failed save, or half as much damage on a successful one.

A character can bind multiple firecrackers together so that they explode sequentially. When they do so, activate the explosive on the same initiative count it was first activated on subsequent rounds, for a number of rounds equal to the amount of firecrackers added.

Flashbang

A flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light and an intensely loud "bang" without causing permanent injury. When activated, each creature within 20 feet of the point must make a Dexterity saving throw or be blinded and deafened until the end of their next turn.

Fragmentation

These explosives are designed to disperse small lethal fragments. When activated, each creature within 20 feet of the explosive must make a Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Incendiary

These explosives create a large fireball when they explode. When activated, each creature within 10 feet of the explosive must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.

Plastic Explosive

Plastic explosive is a soft and hand-moldable solid form of explosive material. Plastic explosives are especially suited for explosive demolition of obstacles and fortifications by engineers, combat engineers and criminals. When activated, each creature within 10 feet of the explosive must make a Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. It deals double damage against objects and structures.

You can combine units of plastic explosive so they explode at the same time. Each additional pound of plastic explosive increases the damage by 2d6 (to a maximum of 14d6) and the burst radius by 5 feet (to a maximum of 30 feet). Additionally, when planting plastic explosive, you can choose to change the burst area to a cone-shaped explosion (you must determine the area affected by the explosive when you plant it).

Pulse

These high-tech explosives crackle with electrical energy. When activated, each creature within 10 feet of the explosive must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one.

Randomised Location Rules

If a character misses with a grenade explosive, usually the GM will just decide where the resulting explosion occurs. If you instead want to determine where the explosion occurs randomly, the following rules can be used.

First, roll a d8. The result determines the direction from the intended target.

d8 Direction
1 North
2 North-East
3 East
4 South-East
5 South
6 South-West
7 West
8 North-West

Once the direction is determined, roll 1d4 if the target is within the normal range of the attack, or 2d4 if the target is within the long range, and multiply the result by 5. The result is the number of feet in the determined direction that the explosion occurs.

Smoke

Smoke explosives are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and to create a smoke-screen for concealment. When buying a smoke explosive you can also select the color of the smoke. When activated, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Tear Gas

Military and police forces use these weapons to disperse crowds and smoke out hostage takers. When activated, this explosive emits a cloud of tear gas that creates a lightly obscured area in a 20-foot radius. It disperses after 1 minute, though a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, any creature inside its area is subjected to tear gas poison. A creature is also subjected to tear gas poison when it enters the cloud for the first time on a turn or ends its turn there.

Tear Gas (Inhaled)

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be blinded and incapacitated for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the effect ends on the target.

Thermite

Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through objects. Military forces use thermite to quickly destroy key pieces of equipment.















When activated, the thermite begins burning intensely for 1 minute, casting bright light in a 15-foot radius and dim light for an additional 30 feet. When it begins burning, any creature inside its area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the thermite's area for the first time on a turn or ends its turn there.

White Phosphorous

White phosphorus devices use an explosive charge to distribute burning phosphorus across the burst radius. When activated, this explosive emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, any creature inside its area must make a DC 15 Constitution saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the cloud's area for the first time on a turn or ends its turn there.

Explosive Weapons

A range of weapons are able to make use of explosives as their ammunition. Weapons with the Explosive property can be loaded with explosive ammunition. A handheld launcher or grenade launcher is loaded with grenades, while a rocket launcher is loaded with rockets. On a successful hit, the effects of the explosive are activated at the target's location. Inert ammunition for these weapons can be purchased, but they are usually only used for training or testing purposes.

Inert Ammunition
Ammunition Cost Weight
Inert Grenade $12 1 lb.
Inert Rocket $20 5 lb.
Explosive Weapons
Weapon Cost Damage Weight Properties
Simple Ranged Weapons
  Handheld Launcher $275 1d4 bludgeoning 3 lb. Ammunition (range 40/120), reload (1 internal), explosive
Martial Ranged Weapons
  Grenade Launcher $500 1d4 bludgeoning 7 lb. Ammunition (range 40/120), reload (8 internal), two-handed, explosive
  Rocket Launcher $900 1d6 bludgeoning 15 lb. Ammunition (range 150/600), reload (1 internal), heavy, two-handed, explosive

Detonators

When an explosive is planted, you can link a detonator to it as part of that action. Detonators are used to activate planted explosives.















Detonators
Ammunition Cost Weight
Pressure Trigger $12 1/2 lb.
Proximity Trigger $70 1/2 lb.
Radio $55 1/2 lb.
Timed $12 1/2 lb.
Trip Wire $20 1/2 lb.
Wire (50 feet) $12 1/2 lb.
Wired $30 1/2 lb.

Pressure Trigger. A planted explosive with a pressure trigger will activate when a creature stands on it. A creature that is unaware of the explosive activates it when they enter the explosive's area.

Proximity Trigger. When your arm a planted explosive with a proximity trigger detonator, you can choose a radius up to 20 feet. The planted explosive is activated when a creature moves within that radius of the explosive.

Radio. This detonator can activate the planted explosive wirelessly from a long distance. As long as you are within 1,000 feet of the explosive, you can activate it as a bonus action. This detonator can be used to activate multiple explosives simultaneously, and you choose if an explosive does when you plant it with this detonator.

Timed. When planting the explosive with a timer, you must determine the number of rounds or minutes for the countdown, up to 10 minutes. When the countdown ends, the explosive is detonated.

Tripwire. The explosive is connected to a 20 feet trip wire, and when a creature passes through the wire, the explosive detonates. A creature can make DC 12 a Wisdom (Perception) check to detect the wire.

Wired Activator. This detonator can activate a planted explosive physically connected to it with wire. This detonator comes with 50 feet of wire.

Wire (50 feet.) Wire has an AC of 11 and 4 hit points, and can be burst with a DC 17 Strength check. If the wire is broken the signal fails. Wire can be repaired or attached to another wire with a DC 15 Intelligence check. Wire can be attached to a wired activator or to a planted explosive. An explosive is activated if any explosive connected to it is activated.

Modifications and Accessories

Modifications

Sometimes, people like to customise their weapons and armor to suit their personal tastes. Whether in the form of custom-ordered items or attachable modules, these modifications can provide a small edge when used right.

To add a modification to an item you own, you must first purchase it. The cost of a modifcation is often contingent on the specific item it is intended to modify or other factors.

Then, you must spend a small amount of time applying the module. This counts as light activity for the purposes of resting. At the end of the time period, you must make a skill check using tools specified by the modification (usually mechanical tools) to determine your success at applying the module. On a success, the modification is applied successfully. On a failure, the modification is not applied to the item. On a critical failure, the modification is damaged beyond repair.

You can decide to spend additional care and time applying a module. If you spend a number of hours applying a module, you gain a bonus to the skill check equal to the number of hours multiplied by 2, up to a maximum of +10.

Removing an applied modification is done in the same manner to applying a modification, but the DC for the check is reduced by 5. On a success, the modification is removed successfully. On a failure, the modification is not successfully removed from the item. On a critical failure, the modification is damaged beyond repair.

Modifications usually have restrictions placed on them that limit the types of items the modification can be applied to. Weapons and armor can only have one the same modification applied at any one time, unless otherwise specified.

Armor Modifications

Abative Lining

The armor no longer imposes disadvantage on stealth checks when worn.

Restrictions. Armor must impose disadvantage on stealth checks when worn.

Additional Plating

The AC granted by this armor is increased by 1, and the weight of the armor is increased by 5 lb.

Restrictions. Armor must not have the Ultralight. modification. Armor must not be concealable.

Armor Modifications
Modification Cost Modify DC Tools
Abative Lining $150 12 Tailor's Tools
Additional Plating $275 12 Mechanical Tools
Spiked $90 12 Mechanical Tools
Integrated Equipment Variable 16 Mechanical Tools
Integrated Weapon Variable 18 Mechanical Tools
Ultralight $55 14 Variable
Spiked

While wearing this armor, you can melee attacks with your armor spikes. The spikes are a simple melee weapon which deals 1d4 piercing damage. Additionally, while you are grappling a creature, that creature takes 1d4 piercing damage at the start of each of their turns.

Restrictions. None

Ultralight

The AC granted by this armor is reduced by 1. The weight of the armor is halved (round up), and if the armor has a Strength requirement it is reduced by 2.

Tools. For light armor, Tailor's Tools. For medium and heavy armor, Mechanical Tools.

Restrictions. Armor must not have the Additional Plating. modification.

Integrated Equipment

Choose a piece of equipment that could reasonably be integrated into the suit (such as a gas mask, night vision goggles, or flashlight). That equipment is integrated into the base armor and can be used at any time, hands free. This kit includes the equipment to be installed, which cannot be used in its uninstalled form.

This modification can be applied to a suit of armor a maximum of 3 times.

Restrictions. Medium or heavy armor only.

Cost. Cost of chosen equipment x1.5

Integrated Weapon

Choose a one-handed weapon. That weapon is integrated into the base armor and can be used at any time, hands free. This kit includes the weapon to be installed, which cannot be used in its uninstalled form.

This modification can be applied to a suit of armor a maximum of 2 times.

Restrictions. Medium or heavy armor only.

Cost. Cost of chosen weapon x2

Additional Plating Damage Reduction

If you are using the optional Damage Reduction rule, the Additional Plating modification also increases the damage reduction of this armor against bludgeoning, piercing, and slashing damage by 3.

Weapon Modifications

Auto Mechanism

The weapon gains the S-Fire property. If the weapon doesn't have the Spread property, it also gains the Burst Fire property.

Restrictions. Weapon uses bullets as ammunition and must not have the S-Fire or A-Fire property

Alternate Weapon

Choose a one-handed weapon. The chosen weapon is integrated into the base weapon and is usable as long as the base weapon is being used. The weight of the base weapon is increased by half the weight of the alternate weapon. This kit includes the weapon to be installed, which cannot be used in its uninstalled form.

Restrictions. Weapon must not have the Alternate Weapon. modification

Cost. Cost of chosen weapon x2

Weapon Modifications
Modification Cost Modify DC Tools
Alternate Weapon Variable 16 Mechanical Tools
Auto Mechanism $275 16 Mechanical Tools
Box Compatible $275 14 Mechanical Tools
Collapsible $150 14 Mechanical Tools
Compact $275 16 Mechanical Tools
Disguised $150 16 Mechanical Tools
Electrified $275 14 Electrical Tools
Expanded Magazine $500 14 Mechanical Tools
Heated $150 $275 Electrical Tools
Improved Accuracy Mechanical Tools
  +1 $275 14
  +2 $500 16
  +3 $900 18
Improved Damage Mechanical Tools
  +1 $150 14
  +2 $275 16
  +3 $500 18
Integrated Equipment Variable 16 Mechanical Tools
Integrated Shield $275 12 Mechanical Tools
Reduced Caliber $275 16 Mechanical Tools
Weighted $55 12 Mechanical Tools
Box Compatible

The weapon loses the Reload (1 internal) property, and gains the Reload (4 box) property.

Restrictions. Weapon has the Reload (1 internal) property.

Collapsible

The weapon is easily broken down into several components quickly. The weapon can be collapsed or constructed as an action. The weapon must be fully constructed to be used. In its collapsed state, a weapon is not easily identified; a DC 20 Intelligence (Investigation) check is required to identify a collapsed weapon.

Restrictions. None

Compact

The weight and ammunition capacity of the weapon is halved (round up). If the weapon is one handed it gains the Covert property, if doesn't already have it. The normal and long ranges of the weapon are halved. If the weapon has the Heavy property, it loses it.

Restrictions. Weapon weighs less than 20 lb.

Disguised

Some weapons can be installed (and operated from) inside other items; for example, guns that fit into briefcases, grenades disguised as cosmetic products, and so forth. The concealed item cannot be identified as a weapon except through close examination, or when it is in use. The concealed weapon cannot be larger than the item in which it is concealed.

Restrictions. None

Electrified

The weapon is attached to a power source. On a successful hit, the target takes 1d4 points of lightning damage as well as the damage dealt by the weapon. Additionally, the weapon has 5 charges. When you hit a creature with the weapon, you can choose to expend one charge. When you do so, the target must make a Constitution saving throw (DC 10) or be incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

The weapon can be recharged to 5 charges using a battery.

Restrictions. Melee weapons only, weapon must not have the Heated. modification

Expanded Magazine

The weapon is modified to take much larger magazines. Expanded magazines can store twice as much ammunition. Expanded magazines have the same cost as normal box magazines. A weapon with this modification can still use normal box magazines.

Restrictions. Weapon must have the Reload property and must use box magazines.

Heated

The weapon has an intense heat source integrated into it, whether this is an electrical heater or a burning fuel system. On a successful hit, the target takes 1d8 points of fire damage as well as the damage dealt by the weapon. When concentrated for a time onto a flammable material, the weapon may be able to light a fire.

Restrictions. Melee weapons only, weapon must not have the Electrified. modification

Improved Accuracy

Attack rolls with this weapon gain a bonus dependent on the quality of the modification. When purchasing this modification, you can choose between a +1, a +2, or a +3 bonus to attack rolls. To apply the +2 version of this modification to a weapon, it must already have the +1 version applied. To apply the +3 version of this modification to a weapon, it must already have the +1 version applied. A weapon only benefits from the highest level of this modification that it has installed.

Restrictions. Weapon is not magical.

Improved Damage

Damage rolls with this weapon gain a bonus dependent on the quality of the modification. When purchasing this modification, you can choose between a +1, a +2, or a +3 bonus to damage rolls. To apply the +2 version of this modification to a weapon, it must already have the +1 version applied. To apply the +3 version of this modification to a weapon, it must already have the +1 version applied. A weapon only benefits from the highest level of this modification that it has installed.

Restrictions. Weapon is not magical.

Integrated Shield

While wielding this weapon, you are also treated as though you were wielding a Riot Shield.

Restrictions. Two-handed weapons only, weapon must not have the Alternate Weapon. modification

Reduced Caliber

The weapon's damage die is reduced one step (d12>d10>d8>d6>d4). If the weapon has the Braced. property, it loses it. If the weapon has the Mounted. property, it loses it and gains the Braced. property.

Restrictions. Weapon uses bullets as ammunition. Weapon's damage die must not be a d4.

Weighted

When you hit a creature with the weapon, that creature gains disadvantage on ability checks and saving throws to avoid being moved or knocked prone until the start of their next turn.

Restrictions. Melee weapons only

Accessories

Accessories function similarly to modifications, in that they provide some modification to the except they can be applied quickly and without a skill check. Applying a modification to an item is an action.

Weapon Accessories
Items Cost Weight
Bipod $40 1 lb.
Torch $12 1/2 lb.
Tripod $55 2 lb.
Laser Sight
  Regular $90 1/2 lb.
  Infrared $120 1/2 lb.
Scope
  x2 $70 1/2 lb.
  x4 $90 1 lb.
  x8 $120 1 lb.
Suppressor $55 1/2 lb.


Bipod. As an action or a bonus action (the character’s choice), a character can set up the bipod so that the attached weapon counts as being braced (see the Braced property) until the weapon is moved. In addition, once a weapon with a bipod is braced, a character can use a bonus action to gain advantage on their next attack roll with that weapon.

Restrictions. Weapon must have the Two-Handed property, ranged weapons only.


Torch. A small flashlight that mounts to a weapon, freeing up one of the user’s hands. While on, it sheds bright light in a 30 foot cone, and dim light for an additional 30 feet. You can use a bonus action to turn the torch on or off.

Restrictions. None.


Laser Sight. This gadget is a small laser placed on a weapon to assist in accuracy. While you have the laser sight on, you can use a bonus action to mark a target within 30 feet of you. You have a +1 bonus on attack rolls with the weapon against the target until you use the weapon to attack a different target or you can no longer the target. You can use a bonus action to turn the laser on or off.
Infrared. This laser sight uses an infrared diode to produce a dot invisible to the eye but detectable with infrared devices. You only gain the benefit of this sight if you are wearing infrared goggles.

Restrictions. Ranged weapons only.


Scope. Scopes are used to increase the range of a weapon, allowing the user to shoot more consistently at longer distances farther. By spending a bonus action to line up a shot with your scope, you increase the normal and long ranges of the weapon by an amount shown in the following table until the start of your next turn.

Scope Normal Range Increase Long Range Increase
x2 x1.5 x1.0
x4 x2.0 x1.5
x8 x3.0 x2.0

If a scope is used on a weapon with the Spread property, that property uses the original ranges of the weapon to determine its effects.

Scopes can come with additional features which alter the cost of the scopes.

Infrared. Looking through this scope has the same effect as looking through infrared goggles.

  Cost Multiplier. x2.5

Rangefinding. In addition to the benefit of a standard scope, a rangefinding scope includes a digital readout that indicates the exact distance to the object on which they are focused.

  Cost Multiplier. x2

Restrictions. Ranged weapons only.


Suppressor. A suppressor is a device attached to the barrel of a firearm which reduces (but don't negate) the amount of noise and visible muzzle flash generated by firing. When you make a ranged attack with a suppressed firearm, creatures further than 30 feet from you don't hear the gunshot.

Restrictions. Weapon must not have the Spread property, firearms only.

Special Ammunition

Specialised ammunition can be bought which alters the behaviour of the weapon it is used for. When buying special ammunition, you purchase the ammunition as normal but apply a multiplier to the cost of the ammunition.

Special Ammunition
Type Cost Multiplier
Acidic x2.5
Armor Piercing x3.5
Explosive x3.5
Holy Water x2
Incendiary x2.5
Rubber x0.75
Silvered x2
Slugs
  Armor Piercing x2.5
  Breaching x1.5
  Lead x1
  XREP x3.5

Acidic. Designed to release a small capsule of acid on impact, successful attacks using acidic ammunition deals an additional 1d4 acid damage.

Armor Piercing. Attack rolls using armor piercing ammunition gain a bonus of +1 against targets wearing medium or heavy armor. The GM may also rule that this bonus applies on attack rolls against creatures with natural armor, or creatures utilising cover.

Explosive. Designed to produce a small explosion on impact, successful attacks using explosive ammunition deals an additional 1d6 bludgeoning damage.

Holy Water. These bullets, a favourite of demon slayers, release holy water on impact. Successful attacks using holy water ammunition deals an additional 1d6 radiant damage if the target is a fiend or undead.

Incendiary. Igniting briefly on impact, successful attacks using incendiary ammunition deals an additional 1d4 fire damage.

Rubber. Designed for riot control and nonlethal attacks, creatures have resistance to damage from attacks using rubber ammunition. Additionally, if you reduce a creature to 0 hit points, it is knocked out, rather than dying.

Silvered. Silvered ammunition follows the same rules detailed in chapter 5 of the Player's Handbook.

Slugs

Designed for use with shotguns, these bullets can only be used with weapons that have the Spread property. While a weapon is using this type of ammo, treat it as if it doesn't have the Spread property and double its normal and long ranges.

Armor Piercing. See standard armor piercing bullets.

Breaching. Breaching shotgun shells are designed to destroy door deadbolts, locks, and hinges without risking lives, creatures have resistance to damage from attacks using rubber ammunition. Additionally, successful attacks using breaching slugs deal double damage to objects.

Lead. These slugs confer no additional benefit, and are used to increase the effective range of a weapon with the Spread property.

XREP. Essentially a miniature stun gun, creatures have resistance to bludgeoning damage from attacks using XREP ammunition. Additionally, successful attacks using XREP ammunition deal an additional 1d4 lightning damage. A creature hit with an XREP slug must make a Constitution saving throw (DC 15) or be incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

Armor Piercing Ammunition and Damage Reduction

If you are using the optional Damage Reduction rule, successful attacks using Armor Piercing ammunition ignore any damage reduction granted to the target by armor.

Credits

Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

Copyright © 2018
WWC Logo