Special Melee Weapon Descriptions
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. If you roll a natural 1 on an attack roll with a chainsaw, it stalls. Restarting the chainsaw is an action.
Stun Gun. Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the creature must succeed at a Constitution saving throw (DC 13) or be incapacitated. The creature can repeat this save at the end of each of its turns.
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, a sword cane is always considered to be concealed; it is noticed only with a Wisdom (Perception) or Intelligence (Investigate) check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)
Tonfa. This is the melee weapon carried by most police forces, used to subdue and restrain criminals. When you hit a creature with this weapon, you can attempt to start a grapple as a bonus action.
Weapon Accessories
As if modern weapons weren’t dangerous enough, a number of accessories can increase their utility or efficiency.
Box Magazine. For weapons that use box magazines, a character can purchase extras. Loading these extra magazines ahead of time and keeping them in a handy place makes it easy to reload a weapon in combat.
Detonator. A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires a Dexterity check (DC 13) with a demolitions kit. Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
Blasting Cap: This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car’s ignition switch, with a Dexterity check (DC 10) using a demolitions kit or electrical tools. When the electrical device is activated, the detonator goes off.
Radio Control: This device consists of two parts: the detonator itself and the activation device. The activation device is an electronic item about the size of a pack of gum, with an antenna, a safety, and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range of 500 feet.
Timed: This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.
Wired: This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator comes with 100 feet of wire, but longer lengths can be spliced in with a Dexterity check (DC 10).
Holster. Holsters are generally available for all pistol-size firearms.
Hip:This holster holds the weapon in an easily accessed—and easily seen—location.
Concealed Carry: A concealed carry holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket), but some weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). Smaller weapons can also be carried in ankle or boot holsters.
Illuminator. An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user’s hands. It functions as a standard flashlight.
Laser Sight. This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can’t be used outdoors during the daytime.
Scope. A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.
Standard: A standard scope increases a ranged weapon’s normal and maximum range by one-half (multiply by 1.5). However, to use a scope you must spend an action acquiring your target. If you change targets or otherwise lose sight of the target, you must reacquire the target to gain the benefit of the scope.
Electro-Optical: An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had the darkvision ability granted by night vision goggles.
Rangefinding Laser: A rangefinding laser scope functions the same as a standard scope, except that it incorporates an invisible laser that can determine the exact range of a target, then relay that information via computer link. If that information is relayed to another weaon with a rangefinding laser scope targeting the same creature or object, the second attacker gains advantage on his first attack against the target.
Speed Loader. A speed loader holds a number of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader saves time in reloading a revolver, since a character can insert all the bullets at once, allowing you to reload a revolver as a bonus action.
Suppressor. A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet’s firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Wisdom (Perception) check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it’s difficult to tell where the sound is coming from, requiring a Wisdom (Perception) check (DC 15) to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a Dexterity check and mechanical tools (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that has the same damage value.
Weapon Modifications
Weapons can be modified in various ways. To add a modification, choose a base weapon, modify the purchase value of the base item according to the modification’s instructions, and then purchase the modified item as normal. Some modifications have additional restrictions placed on them that must be considered before making the modification.
Alternate Weapon. Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass everything from having a bayonet installed on a rifle to adding an underslung grenade launcher. Choose a second weapon. That weapon is integrated into the base weapon and can be used at any time.
Value Modifier: +4 (if the secondary weapon has a lower purchase value) or +6 (if the secondary weapon has a higher purchase value)
Autofire Module. This modification allows a previously semiautomatic to be able to fire in full automatic mode. The weapon modified loses the semiautomatic weapon property and gains the automatic weapon property.
Restrictions: Personal firearm with the semiautomatic weapon property.
Value Modifier: +2
Collapsible. A weapon that makes use of the collapsible modification is easily disassembled and reassembled at a moment's notice. Breaking down a weapon into its individual parts requires an action. while reassembling them in the correct order requires another action. The weapon must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; an Intelligence (Investigation) check (DC 17) is required to identify a collapsed weapon for what it really is.
Value Modifier: +2
Compact. By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of this modification is smaller than normal.
Restrictions: Personal firearms only.
Value Modifier: +2
Concealable. 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.
Value Modifier: +2
Electrified. The weapon is attached to a power source. On a successful hit, the target takes 1d8 points of lightning damage as well as the damage dealt by the weapon.
Restrictions. Melee weapons only.
Value Modifier: +2
Grappling Sheath. Grenades and mines can be fitted with custom grappling sheaths designed to adhere to any surface against which they are thrown or placed. Once placed, a mine or other explosive equipped with a grappling sheath cannot be moved, short of tearing it loose. Doing so requires a DC 20 Strength check, and, depending on the mine's trigger, might cause it to detonate.
Restrictions: Grenades and mines only.
Value Modifier: +2
Expanded Magazine. Any weapon with the expanded magazine gadget doubles its normal magazine capacity.
Restrictions: Personal firearms with internal or box magazines only.
Value Modifier: +2
Improved Accuracy. This modification improves the accuracy of a ranged firearm, granting a +1 to +3 bonus on attack rolls.
Restrictions: Personal firearms only.
Value Modifier: +2 (for +1), +4 (for +2), or +6 (for +3)
Improved Damage. This modification increases the bore of a projectile weapon's barrels, adding +1 to +3 to the weapon's damage.
Restrictions: Personal firearms only.
Value Modifier: +2 (for +1), +4 (for +2), or +6 (for +3)
Integrated Equipment. Choose a piece of equipment. ThaI equipment is integrated into the base weapon and can be used at any time.
Value Modifier: +2 (if the equipment has a lower purchase value than the base weapon) or +4 (if the equipment has a higher purchase value than the base weapon)
Spring Loaded. Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment’s notice. A weapon with the spring loaded modification can be drawn without counting against the number of weapons you can draw on your turn, regardless of whether the weapon is concealed.
Restrictions: One handed or light weapons only.
Value Modifier: +2