Combat Shotgun (3.5e Equipment)

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Author: Sulacu (talk)
Date Created: December 2, 2015
Status: Complete
Editing: Clarity edits only please
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Exotic Two-Handed Projectile

Cost: 700 gp
Damage (Small): 5d4
Damage (Medium)1: 5d4
Critical: 19-20/×2 or 20/×3
Range Increment: 60'
Weight2: 9 lbs
Type3: Piercing
HP4: 10
Hardness: 8

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.

A combat shotgun is a semi-automatic weapon with fearsome stopping power, that fires shells containing ammunition. The weapon is generally fitted with a secondary barrel that acts as tubefeed and can hold up to 8 rounds in reserve.

Reloading a combat shotgun requires a full-round action.

A combat shotgun is always masterwork. The masterwork cost is subsumed within the cost of the weapon.


A combat shotgun has two different types of basic ammunition.

Buckshot: Standard shotgun shells are filled with buckshot or hailshot. Buckshot is immensely disruptive to unarmored targets. The base damage (5d4) is divided over 5 separate projectiles that each deal 1d4 points of damage. Shotguns or shells with an enhancement bonus give bonus damage to each projectile; a +3 shotgun deals 5d4+15 (5 times 1d4+3) points of damage, leading high-powered ammunition to easily shred unarmored foes. However, armor, and to a lesser extent even natural armor, makes buckshot far less effective, reducing the damage of each projectile by 1 for every 2 points of armor bonus or every 3 points of natural armor bonus. Likewise, each seperate projectile checks against damage reduction separately. Buckshot uses the 19-20/×2 critical modifier.

Buckshot has a large spread, causing great inaccuracy as the distance increases. A combat shotgun loaded with buckshot deals 5 projectiles worth of damage (5d4) only within close range. For every 20 feet of distance between the shooter and the target, the combat shotgun loses one projectile, to a minimum of 1 projectile (1d4 damage) beyond 80 feet.

At point-blank range (against adjacent targets), the shooter gets +2 on his attack roll, and the buckshot does +1 point of damage per projectile (5 times 1d4+1, or 5d4+5). These bonuses do not stack with other bonuses to attack or damage for attacking at point-blank range.

Buckshot counts as a single attack for purpose of effects that increase attack damage. Special weapon or ammunition qualities like flaming or wounding are only applied once per attack.

Shotgun shells are valued at 20 gp per box of 20.

Slugs: Slug shells are loaded with a single heavy projectile that breaks armor with brute force. The base damage comes from a single projectile. A +3 combat shotgun or slug shell deals 5d4+3 damage. A slug does full damage regardlss of distance.

A slug counts as both piercing and bludgeoning, and reduces any damage reduction that it does not pierce (except for DR/-) by its hardness (standardly 10). Slugs use the 20/×3 critical modifier.

Slug shells are valued at 500 gp per box of 20.

Back to Main Page3.5e HomebrewEquipmentWeapons

AuthorSulacu +
ClassProjectile +
Cost700 gp +
Critical19-20/×2 or 20/×3 +
Damage5d4 +
Damage TypePiercing +
Hardness8 +
Hit Points10 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range60 +
RatingUnrated +
SizeTwo-Handed +
TitleCombat Shotgun +
Weight9 +