TEXT:  
  A 5E Primer to 
  Shotguns
  Mortars & Miniguns 
  Modern and Magical Weapons for Fifth Edition Games 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                One Dwarf Army Games 
  
   
   
  2 
  A 5E PRIMER TO SHOTGUNS 
  WRITTEN BY GEORGIOS CHATZIPETROS 
  ONEDWARFARMY.COM 
  This e-book contains all the open game content from Zane’s Guide to Shotguns, a 
  sourcebook of modern and magical shotguns for Fifth Edition Games. Get the full 
  guide for 20 magical shotguns, new character options and, of course, Zane’s 
  eccentric commentary. 
  About the Author 
  Zane Ironheart 
  Dwarf mercenary, explorer extraordinaire, lifetime adventurer. Zane’s home was destroyed at 
  an early age after his greedy clansmen woke up a particularly hungry Great Old One while 
  digging for even more gold, and he has never followed a miner’s life ever since. He did demolish 
  an entire seven-story tower that served as the headquarters of that Great Old One’s cult armed 
  with nothing but a ballpoint pen, a paperclip, some gum wrapper and several pounds of high-
  grade explosive. A self-certified gun nut, Zane has shot half of the guns in the multiverse and 
  been on the receiving end of the other half. He is eager to share his wisdom and experience about 
  life, adventures and, above all, guns in his own particular idiom. 
   
   
   
   
   
   
   
   
   
   
  
   
   
  3 
  A 5E PRIMER TO SHOTGUNS 
  Guns 101 
  Taking you through your first steps in the wonderful 
  world of bullets and recoil. 
  Malfunctions 
  Due to the complex mechanical nature of firearms, 
  there are a lot more things that can go wrong with 
  them when compared to simpler ranged weapons like 
  bows or crossbows. When an attack roll with a gun 
  scores "1" on the d20, the weapon jams and will not 
  work again until you have used an action to clear the 
  jam. 
  Rate of Fire  
  Some guns may be able to shoot multiple rounds per 
  attack. A weapon's Rate of Fire (RoF) shows the 
  different modes under which it can operate. If more 
  than one mode is listed, you have to select the one you 
  wish to use before each attack.  
  Single shot 
  The weapon fires one round of ammunition per 
  attack.  
  Burst fire 
  The weapon can fire short bursts, improving its 
  damage output. A burst consumes 3 rounds of ammo, 
  but allows you to roll an additional damage die if the 
  attack hits. For example, a gun with 2d4 damage will 
  do 3d4 damage when firing a burst. 
  Burst fire is prone to jamming the gun: a malfunction 
  occurs on a roll of 1-2.   
  Full auto 
  Instead of attacking a single target, the weapon can 
  spray a 10-foot cube within its long range with 
  bullets. Every creature in that area must make a 
  Dexterity saving throw with DC 8 + your Dexterity 
  modifier (plus your proficiency bonus if you are 
  proficient with the weapon) and suffers the attack's 
  damage on a failed save, or no damage with a 
  successful save. If the distance to the targeted area is 
  beyond the weapon's normal range, targets have 
  advantage on their saving throws.  
  A full auto attack consumes 10 rounds of ammo. Most 
  weapons can only perform one full auto attack per 
  round, even if you are capable of multiple attacks.  
  Full auto is more prone to jamming the gun: a 
  malfunction occurs on a roll of 1-3.  
  Ammo and Reloading 
  A gun with no bullets is just an expensive club. Every 
  firearm has an Ammo score showing how many 
  rounds of ammunition it can hold in its magazine. 
  Each attack will drain at least one round of ammo 
  from the magazine, possibly more if the weapon fires 
  in burst or full auto mode. Once all ammo has been 
  used up, the weapon must be reloaded before it can 
  be fired again. Reloading requires an action, as well as 
  access to a suitable amount of fresh ammunition. You 
  can also prematurely reload the weapon if you don't 
  want to run out of ammo at an unfortunate moment. 
  Ammunition 
  Value 
  Weight 
  8-gauge shells 
  60 gp 
  7 lb. 
  12-gauge shells 
  50 gp 
  6 lb. 
   
   
   
  
   
   
  4 
  A 5E PRIMER TO SHOTGUNS 
  Classic Guns 
  Don’t 
  underestimate 
  these 
  conventional 
  guns. 
  Everybody has to start from somewhere. 
  Combat shotgun 
  If you feel limited by the slow action of pump shotguns 
  or the low ammo capacity of traditional double-
  barrels, then this is the gun for you. A semi-automatic 
  shotgun with a large drum magazine, so you can fill the 
  air with buckshot as fast and as often as you like. You 
  lose a bit of range and the semi-auto action is 
  temperamental, but nothing is free in this world, right? 
  Type 
  Simple ranged 
  Damage 
  4d4 piercing 
  RoF 
  Single shot 
  Range 
  30/120 
  Ammo 
  12 (12-gauge shells) 
  Weight 
   9 lb. 
  Cost 
   700 gp 
   
  CQB: Gains a +1 bonus to attack rolls up to 10 feet 
  away. 
  Large: This is a two-handed weapon. 
  Scattershot: Does half damage at long range. When 
  the d20 of an attack roll scores 15-20, you can 
  immediately make a second attack against a creature 
  that you can see within 5 feet of the target. On the 
  other hand, when the d20 rolls 1-2, you must 
  immediately make another attack against an ally that 
  you can see within 5 feet of the target, if there is one. 
  The extra attacks do not consume any ammo and 
  cannot trigger another attack. 
  Unreliable: Malfunctions on a roll of 1-2. 
  Double-barreled 
  shotgun 
  You can’t beat a classic and you can’t go more classic 
  than this traditional double-barreled gun. Sure, you 
  only get two shots and this kind of sucks, but nothing 
  says “fuck you” better than shooting both barrels at the 
  recipient of your ire. 
  Type 
  Simple ranged 
  Damage 
  4d4 piercing 
  RoF 
  Single shot 
  Range 
  40/160 
  Ammo 
  2 (12-gauge shells) 
  Weight 
   7 lb. 
  Cost 
  500 gp 
   
  Both barrels: When attacking, you may choose to fire 
  both barrels before making the attack roll. The attack 
  consumes 2 rounds of ammo, but does 6d4 piercing 
  damage if it hits. 
  CQB: Gains a +1 bonus to attack rolls up to 10 feet 
  away. 
  Large: This is a two-handed weapon. 
  Reliable: Does not suffer from malfunctions. 
  Scattershot: Does half damage at long range. When 
  the d20 of an attack roll scores 15-20, you can 
  immediately make a second attack against a creature 
  that you can see within 5 feet of the target. On the 
  other hand, when the d20 rolls 1-2, you must 
  immediately make another attack against an ally that 
  you can see within 5 feet of the target, if there is one. 
  The extra attacks do not consume any ammo and 
  cannot trigger another attack. 
  Slow reload: You can only move up to half of your 
  normal speed while reloading. 
  Monster shotgun 
  There are shotguns, big shotguns and then there is this 
  8-gauge monster that can teach those standing against 
  you a thing or two about respect… one shell at a time. 
  Buff up at the gym before you pick up this gun – it kicks 
  like a mule! 
  Type 
  Martial ranged 
  Damage 
  4d4 piercing 
  RoF 
  Single shot 
  Range 
  40/160 
  Ammo 
  4 (8-gauge shells) 
  Weight 
   11 lb. 
  Cost 
   800 gp 
   
  CQB: Gains a +1 bonus to attack rolls up to 10 feet 
  away. 
  Heavy recoil: Requires Strength 14 or higher to use 
  effectively; a lower Strength inflicts disadvantage on 
  attack rolls. 
  Monstrous power: After a shot hits you may reroll 
  any number of damage dice, keeping the new results. 
  
   
   
  5 
  A 5E PRIMER TO SHOTGUNS 
  Reliable: Does not suffer from malfunctions. 
  Scattershot: Does half damage at long range. When 
  the d20 of an attack roll scores 15-20, you can 
  immediately make a second attack against a creature 
  that you can see within 5 feet of the target. On the 
  other hand, when the d20 rolls 1-2, you must 
  immediately make another attack against an ally that 
  you can see within 5 feet of the target, if there is one. 
  The extra attacks do not consume any ammo and 
  cannot trigger another attack. 
  Slow rate of fire: Cannot fire more than twice on 
  your turn, even if you are capable of more attacks. 
  Slow reload: You can only move up to half of your 
  normal speed while reloading. 
  Very large: This is a two-handed, heavy weapon. 
  Pump shotgun 
  Nothing scares off a group of bandits like the “ka-
  chunk!” sound of racking the slide in a pump shotgun. 
  Nine times out of ten you won’t even have to fire the 
  thing. And it’s still a great weapon for that tenth time. 
  Type 
  Simple ranged 
  Damage 
  4d4 piercing 
  RoF 
  Single shot 
  Range 
  40/160 
  Ammo 
  6 (12-gauge shells) 
  Weight 
   6 lb. 
  Cost 
   600 gp 
   
  CQB: Gains a +1 bonus to attack rolls up to 10 feet 
  away. 
  Large: This is a two-handed weapon. 
  Reliable: Does not suffer from malfunctions. 
  Scattershot: Does half damage at long range. When 
  the d20 of an attack roll scores 15-20, you can 
  immediately make a second attack against a creature 
  within 5 feet of the target as long as you have line of 
  sight to it. On the other hand, when the d20 rolls 1-2, 
  you must immediately make another attack against 
  an ally within 5 feet of the target, if there is one and 
  you have line of sight to them. The extra attacks do 
  not consume any ammo and cannot trigger another 
  attack. 
  Slow rate of fire: Cannot fire more than twice on 
  your turn, even if you are capable of more attacks. 
  Slow reload: You can only move up to half of your 
  normal speed while reloading. 
  Sawed-off shotgun 
  Take the tried and trusted double-barreled shotgun, 
  then go nuts on it with a saw. Why? So you can hold it 
  one-handed, or hide it under a coat, or just because it 
  looks badass. So many reasons! 
  Type 
  Simple ranged 
  Damage 
  4d4 piercing 
  RoF 
  Single shot 
  Range 
  30/120 
  Ammo 
  2 (12-gauge shells) 
  Weight 
   4 lb. 
  Cost 
   500 gp 
   
  CQB: Gains a +1 bonus to attack rolls up to 10 feet 
  away. 
  Both barrels: When attacking, you may choose to fire 
  both barrels before making the attack roll. The attack 
  consumes 2 rounds of ammo, but does 6d4 piercing 
  damage if it hits. 
  Heavy recoil: When held one-handed, this weapon 
  requires Strength 14 or higher; a lower Strength 
  score inflicts disadvantage on attack rolls. 
  Reliable: Does not suffer from malfunctions. 
  Scattershot: Does half damage at long range. When 
  the d20 of an attack roll scores 15-20, you can 
  immediately make a second attack against a creature 
  within 5 feet of the target as long as you have line of 
  sight to it. On the other hand, when the d20 rolls 1-2, 
  you must immediately make another attack against 
  an ally within 5 feet of the target, if there is one and 
  you have line of sight to them. The extra attacks do 
  not consume any ammo and cannot trigger another 
  attack. 
  Slow reload: You can only move up to half of your 
  normal speed while reloading. 
  Underbarrel shotgun 
  Not a truly independent weapon per se, this is a mini 
  version of the pump shotgun designed to slip under the 
  barrel of your favorite long gun. A great way to give 
  your rifle some much-needed close quarter combat 
  capabilities. 
  Type 
  Martial ranged 
  Damage 
  4d4 piercing 
  
   
   
  6 
  A 5E PRIMER TO SHOTGUNS 
  RoF 
  Single shot 
  Range 
  30/120 
  Ammo 
  3 (12-gauge shells) 
  Weight 
   5 lb. 
  Cost 
   650 gp 
   
  CQB: Gains a +1 bonus to attack rolls up to 10 feet 
  away. 
  Reliable: Does not suffer from malfunctions. 
  Reliable: Does not suffer from malfunctions. 
  Scattershot: Does half damage at long range. When 
  the d20 of an attack roll scores 15-20, you can 
  immediately make a second attack against a creature 
  within 5 feet of the target as long as you have line of 
  sight to it. On the other hand, when the d20 rolls 1-2, 
  you must immediately make another attack against 
  an ally within 5 feet of the target, if there is one and 
  you have line of sight to them. The extra attacks do 
  not consume any ammo and cannot trigger another 
  attack. 
  Slow rate of fire: Cannot fire more than twice on 
  your turn, even if you are capable of more attacks. 
  Slow reload: You can only move up to half of your 
  normal speed while reloading. 
  Underbarrel attachment: Can only be used to attack 
  while attached under the barrel of a two-handed 
  firearm. Attaching to or removing from another 
  weapon requires using an action. 
   
   
   
  Shotguns at a Glance 
  Weapon 
  Type 
  Damage 
  RoF 
  Range 
  Ammo 
  Weight 
  Cost 
  Combat shotgun 
  Simple 
  4d4 piercing 
  S 
  30/120 
  12 
  9 lb. 
  700gp 
   
  CQB, Large, Reliable, Scattershot, Slow rate of fire, Slow reload 
  Double-barreled shotgun 
  Simple 
  4d4 piercing 
  S 
  40/160 
  2 
  7 lb. 
  500gp 
   
  Both barrels, CQB, Large, Reliable, Scattershot, Slow reload  
  Monster shotgun 
  Martial 
  4d4 piercing 
  S 
  40/160 
  4 
  11 lb. 
  800gp 
   
  CQB, Heavy recoil, Reliable, Monstrous power, Scattershot, Slow rate of fire, 
  Slow reload, Very large 
  Pump shotgun 
  Simple 
  4d4 piercing 
  S 
  40/160 
  6 
  6 lb. 
  600gp 
   
  CQB, Large, Reliable, Scattershot, Slow rate of fire, Slow reload 
  Sawed-off shotgun 
  Simple 
  4d4 piercing 
  S 
  30/120 
  2 
  4 lb. 
  500gp 
   
  Both barrels, CQB, Heavy recoil, Reliable, Scattershot, Slow reload 
  Underbarrel shotgun 
  Martial 
  4d4 piercing 
  S 
  30/120 
  3 
  5 lb. 
  650 gp 
   
  CQB, Reliable, Scattershot, Slow rate of fire, Slow reload, Underbarrel 
  attachment. 
   
  
   
   
  7 
  A 5E PRIMER TO SHOTGUNS 
  The Exotic Stuff 
  These guns aren’t for the timid, but they are what you 
  dream of finding in every chest you open. 
  The Butcher 
  Ah... Fresh meat! Carve up your enemies nicely with this 
  enormous gun that can empty its entire magazine in a 
  matter of moments. 
  Monster shotgun, uncommon 
  Value: 4,000 gp 
  When you attack with the Butcher, you can choose to 
  expend all of the ammo currently remaining in the 
  weapon's magazine. For every round of ammo 
  beyond the first fired, the Butcher gains a +1 bonus to 
  the attack roll and does an extra 1d4 piercing damage. 
  For example, emptying a fully-loaded Butcher (4 
  shells) gets you a +3 attack bonus and 7d4 total 
  damage. 
  Cold snap 
  Shoots blasts of cold that are more than bracing, easily 
  reaching "are my legs till there?" levels of frostiness. 
  Monster shotgun, rare 
  Requires attunement 
  Value: 12,000 gp 
  The Cold Snap does an extra 1d6 cold damage per hit. 
  A touch of frost: On a critical hit or when the cold 
  damage die rolls 6, the target must make a DC 15 
  Strength saving throw to avoid being slowed for 1d6 
  rounds; 
  creatures 
  with 
  cold 
  resistance 
  have 
  advantage on their saving throws, while those 
  immune to cold damage are not affected at all. Slowed 
  creatures move at half their normal speed, have 
  disadvantage on attack rolls, Dexterity checks and 
  saving throws, and their AC is reduced by 2. 
  Incredible Gemini 
  These twin shotguns have been built for nothing less 
  than close combat mayhem and boy, do they deliver! 
  Like real identical twins, each can feel what the other 
  is doing and compliments its counterpart with 
  powerful combo shots. That is what real identical twins 
  are supposed to do, right? 
  Sawed-off shotgun(s), very rare 
  Value: 75,000 gp 
  The Incredible Gemini is actually a set of two sawed-
  off shotguns (although you can attune to both of them 
  as a single item), nicknamed Castor and Pollux. Both 
  have a +1 bonus to attack and damage rolls. 
  Divine synergy (requires attunement): When 
  Castor hits, Pollux does an extra 1d6 thunder damage 
  with its next attack in the same turn. When Pollux hits, 
  Castor scores a critical hit on a roll of 18-20 with its 
  next attack in the same turn. 
  If the same target is hit by both Castor and Pollux on 
  the same turn, that creature takes 2d8 thunder 
  damage. This effect can occur only once during each 
  of your turns. 
  Perfect symmetry (requires attunement): While 
  holding both Castor and Pollux, they can be used for 
  two-weapon fighting to make ranged attacks and 
  their Heavy Recoil quality is ignored. 
  Widowmaker 
  Smart pellets adjust their flight path depending on the 
  current situation, so that not even one of them goes to 
  waste. This gun has to be seen in action to appreciate 
  what it can do. 
  Pump shotgun, legendary 
  Value: 180,000 gp 
  The Widowmaker has a +3 bonus to attack and 
  damage rolls. 
  Never waste a good shot (requires attunement): 
  When the Widowmaker uses its Scattershot property, 
  the extra attack can affect either the original target or 
  a creature within 15 feet of the original target.
   
   
  
   
   
  8 
  A 5E PRIMER TO SHOTGUNS 
  Legal Information 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and 
  Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson. 
  Zane’s Guide to Pistols Copyright 2016, Georgios Chatzipetros. 
  Zane’s Guide to Shotguns Copyright 2016, Georgios Chatzipetros. 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/One Dwarf Army/A 5E Primer to Shotguns.pdf