Mass Effect 5e - Player's Handbook
Weapons
- AT-12 Raider2d82(2m / 4m)619,000keyboard_arrow_down
AT-12 Raider
Uncommon ShotgunTwo-handed, Hip Fire, Double Tap
19,000 credits
2d8(2m / 4m)26 - Acolyte1d66(20m / 60m)213,500keyboard_arrow_down
Acolyte
Uncommon Heavy PistolCharge, Double Tap
13,500 credits
1d6(20m / 60m)62Deals force damage. Damage done by this weapon cannot be reduced by using barrier ticks.
- Adas Anti-Synthetic Rifle2d63(10m / 30m)517,000keyboard_arrow_down
Adas Anti-Synthetic Rifle
Uncommon Assault RifleArc, Unique, Two-handed
17,000 credits
2d6(10m / 30m)35Deals and additional 1d6 damage to synthetic targets.
- Arc Pistol1d618(30m / 90m)313,500keyboard_arrow_down
Arc Pistol
Uncommon Heavy PistolArc, Charge, Unique, Double Tap
13,500 credits
1d6(30m / 90m)183 - Asari Huntress Sword1d82m134,500keyboard_arrow_down
Asari Huntress Sword
Rare MeleeSlashing, Finesse, Light
34,500 credits
1d82m81Kinetic energy from successful melee attacks grant a minor biotic boost. When you hit with an attack using this weapon, as a bonus action, you may cast a biotic cantrip.
- Black Widow2d123(100m / 300m)1263,000keyboard_arrow_down
Black Widow
Very Rare Sniper RifleTwo-handed, Burst Fire
63,000 credits
2d12(100m / 300m)312Ignores half cover. On a hit, if the target is not behind cover, it takes an additional 1d4 damage.
- Blood Pack Punisher3d46(6m / 18m)237,500keyboard_arrow_down
Blood Pack Punisher
Rare SMGHip Fire, Burst Fire
37,500 credits
3d4(6m / 18m)62+1 to hit targets within normal range
- Cerberus Harrier2d66(60m / 180m)517,000keyboard_arrow_down
Cerberus Harrier
Uncommon Assault RifleTwo-handed, Burst Fire
17,000 credits
2d6(60m / 180m)65 - Chakram Launcher1d84(80m / 240m)214,500keyboard_arrow_down
Chakram Launcher
Uncommon Assault RifleCharge, Two-handed
14,500 credits
1d8(80m / 240m)42On a hit, deals an additional 2d4 thunder damage for each time the weapon was charged.
- Cobra Missile Launcher8d124120m1282,000keyboard_arrow_down
Cobra Missile Launcher
Rare Heavy WeaponUnique, Two-handed
82,000 credits
8d12120m412Choose a creature within 60m that you can see and begin Targeting. At the start of your turn, if are still Targeting, you fire a missile that deals 8d12 thunder damage.
- Collector Assault Rifle4d48(20m / 60m)660,000keyboard_arrow_down
Collector Assault Rifle
Very Rare Assault RifleUnique, Two-handed, Burst Fire
60,000 credits
4d4(20m / 60m)86The Collector Assault Rifle does not use thermal clips. Instead use a d8 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.
- Collector SMG2d86(10m / 30m)359,000keyboard_arrow_down
Collector SMG
Very Rare SMGUnique, Two-handed, Burst Fire
59,000 credits
2d8(10m / 30m)63The Collector SMG does not use thermal clips. Instead use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.
- Collector Sniper Rifle1d124(60m / 180m)836,500keyboard_arrow_down
Collector Sniper Rifle
Rare Sniper RifleTwo-handed, Burst Fire
36,500 credits
1d12(60m / 180m)48The Collector Sniper Rifle does not use thermal clips. Instead use a d4 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.
- Disciple2d44(4m / 8m)235,000keyboard_arrow_down
Disciple
Rare ShotgunTwo-handed, Hip Fire
35,000 credits
2d4(4m / 8m)42Deals bludgeoning damage. On a hit, the target must make a Constitution saving throw (DC 8) or becomes stunned.
- Executioner Pistol2d121(30m / 90m)263,000keyboard_arrow_down
Executioner Pistol
Very Rare Heavy Pistol63,000 credits
2d12(30m / 90m)12 - Geth Plasma SMG4d412(18m / 54m)360,000keyboard_arrow_down
Geth Plasma SMG
Very Rare SMGUnique, Burst Fire
60,000 credits
4d4(18m / 54m)123Deals radiant damage.
- Geth Plasma Shotgun2d105(6m / 12m)761,000keyboard_arrow_down
Geth Plasma Shotgun
Very Rare ShotgunTwo-handed, Hip Fire, Charge
61,000 credits
2d10(6m / 12m)57Deals radiant damage.
- Geth Pulse Rifle2d69(40m / 120m)437,000keyboard_arrow_down
Geth Pulse Rifle
Rare Assault RifleTwo-handed, Burst Fire
37,000 credits
2d6(40m / 120m)94Deals radiant damage.
- Geth Spitfire12d4320m740,000keyboard_arrow_down
Geth Spitfire
Uncommon Heavy WeaponUnique, Two-handed
40,000 credits
12d420m37Release a torrent of bullets in a sweeping arc in front of you until the start of your next turn. You are considered to be Targeting until the start of your next turn. Creatures that enter or move within a 10m cone in front of you make a Dexterity saving throw. On a failed save, a creature takes 12d4 piercing damage. On a success, a creature takes half damage. Each turn uses a charge.
- Graal Spike Thrower2d63(8m / 16m)817,000keyboard_arrow_down
Graal Spike Thrower
Uncommon ShotgunTwo-handed, Hip Fire
17,000 credits
2d6(8m / 16m)38Deals an additional 1d6 damage to unprotected targets.
- Javelin1d121(100m / 300m)936,500keyboard_arrow_down
Javelin
Rare Sniper RifleTwo-handed, Unique
36,500 credits
1d12(100m / 300m)19Ignores half and three-quarters cover
- Kahjean Venom Dagger1d42m132,500keyboard_arrow_down
Kahjean Venom Dagger
Rare MeleePiercing, Finesse, Light
32,500 credits
1d42m81When you hit with an attack using this weapon, the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
- Kishock Harpoon Gun3d61(80m / 240m)740,500keyboard_arrow_down
Kishock Harpoon Gun
Rare Sniper RifleTwo-handed, Charge
40,500 credits
3d6(80m / 240m)17On a hit, the target makes a Constitution (DC 13) saving throw. On a failed save, the target takes an additional 3d6 damage at the start of their turn due to blood loss.
- Krogan Warhammer2d62m837,000keyboard_arrow_down
Krogan Warhammer
Rare MeleeBludgeoning, Two-handed, Versatile*
37,000 credits
2d62m168When you hit with an attack using this weapon, the target must succeed on a Strength saving throw (DC = 8+Proficiency Bonus+ Strength modifier) or is knocked prone.
*If wielded by a Krogan or another creature with a minimum Strength ability score of 18, this weapon becomes Versatile (1d12 for single-handed)
- Krysae Sniper Rifle2d43(80m / 240m)615,000keyboard_arrow_down
Krysae Sniper Rifle
Uncommon Sniper RifleTwo-handed, Hip Fire, Double Tap
15,000 credits
2d4(80m / 240m)36+2 damage to synthorganic enemies
- M-11 Suppressor1d68(20m / 60m)313,500keyboard_arrow_down
M-11 Suppressor
Uncommon Heavy PistolSilent, Double Tap
13,500 credits
1d6(20m / 60m)83 - M-11 Wraith3d62(6m / 12m)440,500keyboard_arrow_down
M-11 Wraith
Rare ShotgunTwo-handed, Hip Fire
40,500 credits
3d6(6m / 12m)24 - M-12 Locust3d43(10m / 30m)137,500keyboard_arrow_down
M-12 Locust
Rare SMGHip Fire, Burst Fire
37,500 credits
3d4(10m / 30m)31 - M-13 Raptor1d815(60m / 180m)514,500keyboard_arrow_down
M-13 Raptor
Uncommon Sniper RifleTwo-handed, Double Tap, Hip Fire
14,500 credits
1d8(60m / 180m)155 - M-15 Vindicator1d1012(50m / 150m)215,500keyboard_arrow_down
M-15 Vindicator
Uncommon Assault RifleTwo-handed, Burst Fire
15,500 credits
1d10(50m / 150m)122 - M-22 Eviscerator2d83(6m / 12m)519,000keyboard_arrow_down
M-22 Eviscerator
Uncommon ShotgunTwo-handed, Hip Fire
19,000 credits
2d8(6m / 12m)35 - M-23 Katana2d65(4m / 8m)410,000keyboard_arrow_down
M-23 Katana
Common ShotgunTwo-handed, Hip Fire
10,000 credits
2d6(4m / 8m)54 - M-25 Hornet2d46(8m / 24m)115,000keyboard_arrow_down
M-25 Hornet
Uncommon SMGDouble Tap, Hip Fire, Burst Fire
15,000 credits
2d4(8m / 24m)61 - M-27 Scimitar2d49(4m / 8m)58,000keyboard_arrow_down
M-27 Scimitar
Common ShotgunTwo-handed, Hip Fire, Double Tap
8,000 credits
2d4(4m / 8m)95 - M-29 Incisor3d63(60m / 180m)440,500keyboard_arrow_down
M-29 Incisor
Rare Sniper RifleTwo-handed, Burst Fire
40,500 credits
3d6(60m / 180m)34 - M-3 Predator1d415(20m / 60m)15,500keyboard_arrow_down
M-3 Predator
Common Heavy PistolDouble Tap
5,500 credits
1d4(20m / 60m)151 - M-300 Claymore3d81(4m / 8m)943,500keyboard_arrow_down
M-300 Claymore
Rare ShotgunTwo-handed, Hip Fire
43,500 credits
3d8(4m / 8m)19 - M-358 Talon2d66(10m / 30m)457,000keyboard_arrow_down
M-358 Talon
Very Rare Heavy PistolDouble Tap
57,000 credits
2d6(10m / 30m)64 - M-37 Falcon1d88(10m / 30m)514,500keyboard_arrow_down
M-37 Falcon
Uncommon Assault RifleTwo-handed, Double Tap
14,500 credits
1d8(10m / 30m)85Instead of making a ranged weapon attack, the target makes a Dexterity saving throw (DC 8 + DEX modifier). Do not add your DEX modifier to a Double Tap atttack. If you are proficient with Assault Rifles, add your proficiency bonus to the DC. On a failed save, the target takes 1d8 thunder damage, or half as much on a successful one.
- M-4 Shuriken2d43(4m / 12m)28,000keyboard_arrow_down
M-4 Shuriken
Common SMGHip Fire, Burst Fire
8,000 credits
2d4(4m / 12m)32 - M-451 Firestorm4d6106m624,000keyboard_arrow_down
M-451 Firestorm
Uncommon Heavy WeaponUnique, Two-handed
24,000 credits
4d66m106Sweep fire across the battlefield. Creatures within a 6m cone must make a Dexterity saving throw (DC 13). On a failed save, a creature takes 4d6 fire damage, or half as much damage on a successful one.
- M-5 Phalanx1d412(20m / 60m)15,500keyboard_arrow_down
M-5 Phalanx
Common Heavy PistolDouble Tap, Hip Fire
5,500 credits
1d4(20m / 60m)121 - M-55 Argus1d129(20m / 60m)516,500keyboard_arrow_down
M-55 Argus
Uncommon Assault RifleTwo-handed, Burst Fire
16,500 credits
1d12(20m / 60m)95 - M-560 Hydra4d121120m1376,000keyboard_arrow_down
M-560 Hydra
Very Rare Heavy WeaponUnique, Two-handed
76,000 credits
4d12120m113Choose a creature within 60m that you can see and begin Targeting. At the start of your turn, if are still Targeting, fire a unique missile at the target. When the missile hits, it deploys 3 shaped charges. The first disrupts any barriers or shields, completely removing all barrier ticks and shield points. The second charge cripples armor; the creature has their AC reduced by 3 for the remainder of combat. The final charge deals explodes and the creature must make a Constitution saving throw (DC 18). On a failed save the creature takes 4d12 thunder damage or half as much on a successful one.
- M-597 Landon4d810120m1168,000keyboard_arrow_down
M-597 Landon
Very Rare Heavy WeaponUnique, Two-handed
68,000 credits
4d8120m1011Spend a round Targeting as you sweep the battlefield for all enemies. At the start of your next turn, if you are still targeting, choose up to 10 enemy creatures and launch a miniature missile at them, dealing 4d8 thunder damage. You cannot target a creature twice. Each missile used consumes a weapon charge.
- M-6 Carnifex1d810(30m / 90m)234,500keyboard_arrow_down
M-6 Carnifex
Rare Heavy PistolDouble Tap
34,500 credits
1d8(30m / 90m)102 - M-7 Lancer2d68(20m / 60m)217,000keyboard_arrow_down
M-7 Lancer
Uncommon Assault RifleTwo-handed, Burst Fire
17,000 credits
2d6(20m / 60m)82Somewhat of a relic and hard to come by, the M-7 does not use thermal clips. Instead use a d8 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 2 faces. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.
It cannot benefit from Magazine mods.
- M-76 Revenant3d46(10m / 30m)417,500keyboard_arrow_down
M-76 Revenant
Uncommon Assault RifleTwo-handed, Burst Fire
17,500 credits
3d4(10m / 30m)64 - M-77 Paladin1d108(30m / 90m)255,500keyboard_arrow_down
M-77 Paladin
Very Rare Heavy PistolDouble Tap
55,500 credits
1d10(30m / 90m)82 - M-8 Avenger1d89(20m / 60m)37,500keyboard_arrow_down
M-8 Avenger
Common Assault RifleTwo-handed, Burst Fire
7,500 credits
1d8(20m / 60m)93 - M-9 Tempest2d66(10m / 30m)117,000keyboard_arrow_down
M-9 Tempest
Uncommon SMGHip Fire, Burst Fire
17,000 credits
2d6(10m / 30m)61 - M-90 Indra2d89(60m / 180m)659,000keyboard_arrow_down
M-90 Indra
Very Rare Sniper RifleTwo-handed, Burst Fire
59,000 credits
2d8(60m / 180m)96 - M-92 Mantis2d81(80m / 240m)612,000keyboard_arrow_down
M-92 Mantis
Common Sniper RifleTwo-handed
12,000 credits
2d8(80m / 240m)16 - M-920 Cain7d125120m1195,500keyboard_arrow_down
M-920 Cain
Very Rare Heavy WeaponUnique, Two-handed
95,500 credits
7d12120m511Spend a round Targeting, charging up the Cain's core. At the start of your turn, if you are still Targeting, you can choose to continue Targeting to increase the power of the blast. You can continue Targeting as long as the Cain has weapon charges left. When you're ready to release the blast, choose a fixed point within 60m. You release a small nuclear explosion in the area. Roll X + 5d12 where X is the number of charges you use multiplied by 2. Any creature within 2m automatically fails the saving throw. Creatures within 10m make a Dexterity saving throw. On a failed save, a creature takes radiant damage equal to your roll. On a success, a creature takes half damage.
- M-96 Mattock1d815(40m / 120m)314,500keyboard_arrow_down
M-96 Mattock
Uncommon Assault RifleTwo-handed, Double Tap
14,500 credits
1d8(40m / 120m)153 - M-97 Viper1d126(100m / 300m)516,500keyboard_arrow_down
M-97 Viper
Uncommon Sniper RifleTwo-handed, Double Tap
16,500 credits
1d12(100m / 300m)65You can reload this weapon as a bonus action.
- M-98 Widow2d121(80m / 240m)923,000keyboard_arrow_down
M-98 Widow
Uncommon Sniper RifleTwo-handed
23,000 credits
2d12(80m / 240m)19Ignores half cover. On a hit, if the target is not behind cover, it takes an additional 1d4 damage.
- M-99 Saber3d68(50m / 150m)560,500keyboard_arrow_down
M-99 Saber
Very Rare Assault RifleTwo-handed, Unique, Double Tap
60,500 credits
3d6(50m / 150m)85Custom made for its owner, when you purchase this weapon, you may choose one of the following:
- Increase damage of this weapon to d8
- Reloading this weapon is a bonus action
- +2 on ranged attack rolls made with the weapon
- ML-77 Missile Launcher6d12660m1049,000keyboard_arrow_down
ML-77 Missile Launcher
Uncommon Heavy WeaponUnique, Two-handed
49,000 credits
6d1260m610Choose a creature within 60m that you can see and fire a missle at it. Each creature within a 4m cube of the target, including the target, must make a Dexterity saving throw (DC 14). On a failed save a creature takes 6d12 thunder damge or half as much on a successful one.
- Monomolecular Blade1d102m18,500keyboard_arrow_down
Monomolecular Blade
Common MeleeSlashing, Versatile (2d6), Finesse
8,500 credits
1d102m81 - N7 Crusader2d104(8m / 16m)861,000keyboard_arrow_down
N7 Crusader
Very Rare ShotgunTwo-handed, Hip Fire, Double Tap
61,000 credits
2d10(8m / 16m)48 - N7 Eagle2d412(20m / 60m)135,000keyboard_arrow_down
N7 Eagle
Rare Heavy PistolBurst Fire
35,000 credits
2d4(20m / 60m)121 - N7 Hurricane3d66(6m / 18m)260,500keyboard_arrow_down
N7 Hurricane
Very Rare SMGHip Fire, Burst Fire
60,500 credits
3d6(6m / 18m)62 - N7 Piranha2d46(4m / 8m)515,000keyboard_arrow_down
N7 Piranha
Uncommon ShotgunTwo-handed, Hip Fire
15,000 credits
2d4(4m / 8m)65When fired make a single attack roll against all creatures in a 4m cone. All creatures with AC less than the attack are hit.
- N7 Typhoon2d86(20m / 60m)939,000keyboard_arrow_down
N7 Typhoon
Rare Assault RifleTwo-handed, Burst Fire
39,000 credits
2d8(20m / 60m)69AC +1 when holding this weapon.
- N7 Valiant2d83(100m / 300m)539,000keyboard_arrow_down
N7 Valiant
Rare Sniper RifleTwo-handed, Double Tap
39,000 credits
2d8(100m / 300m)35 - N7 Valkyrie2d84(30m / 90m)539,000keyboard_arrow_down
N7 Valkyrie
Rare Assault RifleTwo-handed
39,000 credits
2d8(30m / 90m)45 - Omni-Blade1d82m07,500keyboard_arrow_down
Omni-Blade
Common MeleeLight, Finesse
7,500 credits
1d82m10Drawing the Omni-Blade is a free action. Having this weapon equipped does not require a weapon slot.
- Omni-Hammer1d102m08,500keyboard_arrow_down
Omni-Hammer
Common MeleeBludgeoning, Light
8,500 credits
1d102m10Drawing the Omni-Hammer is a free action. Having this weapon equipped does not require a weapon slot.
- Omni-Taser1d42m05,500keyboard_arrow_down
Omni-Taser
Common MeleeLightning, Light, Finesse
5,500 credits
1d42m10Drawing the Omni-Taser is a free action. Having this weapon equipped does not require a weapon slot.
- Omni-Torch1d62m06,500keyboard_arrow_down
Omni-Torch
Common MeleeFire, Light
6,500 credits
1d62m10Drawing the Omni-Torch is a free action. Having this weapon equipped does not require a weapon slot. Deals an additional 1d4 fire damage to unprotected, organic targets.
- Omni-Whip2d44m035,000keyboard_arrow_down
Omni-Whip
Rare MeleeLightning, Finesse, Reach
35,000 credits
2d44m10Drawing the Omni-Whip is a free action. Having this weapon equipped does not require a weapon slot.
- Particle Rifle2d106(10m / 30m)661,000keyboard_arrow_down
Particle Rifle
Very Rare Assault RifleUnique, Two-handed, Burst Fire
61,000 credits
2d10(10m / 30m)66The Particle Rifle does not use thermal clips. Instead use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.
Deals radiant damage.
- Phaeston2d412(20m / 60m)38,000keyboard_arrow_down
Phaeston
Common Assault RifleTwo-handed, Burst Fire
8,000 credits
2d4(20m / 60m)123 - Reaper Blackstar15d101120m12132,500keyboard_arrow_down
Reaper Blackstar
Very Rare Heavy WeaponUnique, Two-handed
132,500 credits
15d10120m112Choose a creature within 60m that you can see and begin Targeting that creature. At the start of your turn, if you are still Targeting, fire a sub-atomic particle beam at the creature dealing 15d10 necrotic damage.
- Reegar Carbine1d1220(6m / 12m)536,500keyboard_arrow_down
Reegar Carbine
Rare ShotgunTwo-handed, Hip Fire, Arc, Unique
36,500 credits
1d12(6m / 12m)205 - Riot Shield25,000keyboard_arrow_down
Riot Shield
Common Melee5,000 credits
102+2 AC
- Sawblade1d102m235,500keyboard_arrow_down
Sawblade
Rare MeleeSlashing, Two-Handed
35,500 credits
1d102m142Deals an additional 1d6 slashing damage to unprotected targets.
- Scorpion1d66(20m / 60m)233,500keyboard_arrow_down
Scorpion
Rare Heavy PistolUnique, Double Tap
33,500 credits
1d6(20m / 60m)62Deals thunder damage. Missed shots adhere to nearby surfaces and do 1d4 thunder damage instead to the target instead.
- Striker Assault Rifle1d1212(10m / 30m)636,500keyboard_arrow_down
Striker Assault Rifle
Rare Assault RifleTwo-handed
36,500 credits
1d12(10m / 30m)126After making a ranged attack with the Striker, you may choose to enter the targeting condition. At the start of your next turn, all ranged attacks made with the Striker deal an additional 1d12 damage, at the cost of 2 heat per attack. This bonus continues to stack at the start of your turn until the targeting condition ends or until the Striker must be reloaded. For example, the 3rd round would deal 3d12 for 3 heat per attack, etc.
- Stun Baton1d62m113,500keyboard_arrow_down
Stun Baton
Uncommon MeleeBludgeoning, Light
13,500 credits
1d62m81When you hit with an attack using this weapon, the target takes and additional 1d4 lightning damage. If the target is unprotected and maintaining a concentration spell, it automatically fails its saving throw to maintain that spell.
- Sync Laser8d122120m982,000keyboard_arrow_down
Sync Laser
Rare Heavy WeaponUnique, Two-handed
82,000 credits
8d12120m29Spend a round Targeting a 10m x 20m rectangle, up to 60m away. At the start of your turn, if you are still targeting, call down an orbital strike. Creatures within the rectangle make a Dexterity saving throw. On a failed save, a creature takes 8d12 thunder damage. On a success, a creature takes half damage.
- Venom Shotgun2d104(10m / 20m)661,000keyboard_arrow_down
Venom Shotgun
Very Rare ShotgunTwo-handed, Hip Fire, Unique, Charge
61,000 credits
2d10(10m / 20m)46Deals thunder damage. Instead of making a ranged weapon attack, target creature makes a Dexterity saving throw (DC13). On a successful save, it takes half as much damage.