Zane’s Guide to Explosives now available

The latest Zane’s Guide is now available on DriveThruRPG and is certain to make a blasting impression! After dealing with pistols, rifles, shotguns and machine guns, Zane now focuses on grenades, rockets and other explosive weapons. Contains the most destructive armaments yet seen in Zane’s Guides! If you can’t take my word for it, check out the following sample:


The weather report for today is cloudy with a chance of meteor strikes. This fantastic device hovers over the target area and shoots fireballs at your command. And it is fully reusable. What more can you ask for?

Grenade, legendary

Requires attunement

Value: 21,000 gp

The Weatherman has 7 charges and regains 1d6+1 charges daily at dawn.

After being thrown, the Weatherman hovers at a height of 30 feet over the target point. Spend a charge and use a bonus action to make it shoot a fireball at a point up to 60 feet away from its current location. The fireball does 10d6 fire damage in a 20-foot radius; creatures in this area take half damage with a successful DC 17 Dexterity saving throw. The Weatherman drops to the ground if all charges have been used; you can also command it to drop as a bonus action.

While unattended, the Weatherman is susceptible to attacks and damage. It has AC 18 (natural armor), 80 hit points and makes ability checks and saving throws with a +8 modifier, except from Dexterity checks and saves which it automatically fails. It is immune to being charmed, exhaustion, frightened, paralysed, petrified and poisoned, and has resistance to fire, piercing and slashing damage. It is destroyed if reduced to 0 hit points.

Any damage suffered by the Weatherman while hovering will remain until repaired by a gunsmith at a cost of 20 gp per hit point restored.

Get Zane’s Guide to Explosives for a great deal more explosive weapons!

Zane’s Guide to Machine Guns now available

The latest Zane’s Guide is now available at DriveThruRPGZane’s Guide to Machine Guns is the perfect way to introduce automatic firearms to your Fifth Edition Games, and features a variety of weapons, from small submachine guns to enormous heavy machine guns and miniguns. 20 innovative magical weapons as well as new character options round up this sourcebook that will surely make any gunman character salivate.

Zane’s Guide to Machine Guns teaser: The Fearless Guardian

Work on the next instalment of Zane’s Guides is progressing, and this time machine guns get the full Zane treatment! Here’s a little teaser on what you can expect from the full guide:

Fearless Guardian

Heavy machine gun, very rare

The Fearless Guardian has a +1 bonus to attack and damage rolls.

Hold the line (requires attunement): Use an action and drop the Guardian to extend its tripod legs and place it in sentry mode. While in this mode, the Guardian is considered to be a creature with the following statistics:

Small construct, unaligned

Armor Class 18 (natural armor)

Hit Points 85

Speed 0 ft.

Str 18(+4), Dex 14(+2), Con 18(+4), Int 3(-4), Wis 10(+0), Cha 1(-5)

Damage immunities: poison, psychic.

Condition immunities: charmed, exhausted, frightened, paralysed, petrified, poisoned.

Senses: darkvision 120 ft., passive Perception 10


Multishot: The Guardian makes two ranged attacks.

Burst fire: Ranged Weapon Attack: +7 to hit, range 200/800, one target. Hit: 12 (2d8+3) piercing damage. The Guardian may reroll one damage die, keeping the new result. Uses 3 ammo.

Full auto: Ranged Weapon Attack: Sprays a 10-foot square with bullets. Save DC 14. Uses 10 rounds of ammo. See the Rate of Fire rules for more details.

The Guardian has no initiative of its own and will attack only when you command it to do so by using a bonus action. You must be within 300 feet in order to command it, but you don’t need to be able to see the Guardian. If it runs out of ammo, it will stop attacking and you will have to manually reload it with fresh ammunition.

Any damage taken by the Guardian while in sentry mode will remain until repaired by a gunsmith, at a cost of 10 gp per hit point restored. If the Guardian is reduced to 0 hp, it cannot function as a weapon until it is restored to at least 1 hit point, and the repair cost increases to 1000 gp for the first hit point restored and 10 gp per hit point for the rest.

You can use an action while next to the Guardian to pick it up, ending sentry mode.

Zane’s Guide to Shotguns released

The next instalment of Zane’s Guides is now available at DriveThruRPG. Dealing with the ever-popular shotgun, probably the weapon of choice for zombie outbreaks and goblin infestations, it is full of goodies like 6 basic models, 20 magical shotguns and new character options, including a primal path for the barbarian class. No serious shotgunner should be left without a copy!

Zane’s Guide to Rifles released

“Bolt actions are louder than words.”

The second instalment to the Mortars & Miniguns series is the perfect way to introduce rifles to your Fifth Edition games. From accurate bolt-action sniper rifles to autofire-capable assault rifles, the Guide to Rifles has something for every taste.

  • Simple rules for handling firearms in Fifth Edition, including ammo, malfunctions, burst fire and autofire.
  • 5 basic rifle models to get you started. Get an Assault rifle, a fearsome Battle rifle or the mighty Fifty-Cal.
  • 20 magical rifles, from uncommon guns with useful abilities all the way up to legendary rifles that will shake the entire battlefield. Dissolve your enemies with the Painful Odyssey. Hunt them down with the Pack Hunter. Dominate the battlefield with the Zeta Fantastic Mark One.
  • A new feat, a new fighting style and a new archetype for sniper rangers.

Buy now from DriveThruRPG.

Zane’s Guide to Rifles teaser: The Zeta Fantastic Mark One

Work in the new Zane’s Guide, which will deal with assault and sniper rifles, is progressing and I hope to have the sourcebook ready some time next week. In the meantime, here is a little teaser:

Zeta Fantastic Mark One

Assault rifle, very rare

The Zeta Fantastic Mark One has a +1 bonus to attack and damage rolls. It has 6 charges and regains 1d6 used charges daily at dawn.

Replay shot (requires attunement): After you have hit a creature with this weapon, further shots against the same target gain a +2 bonus to the attack roll and negate any AC bonus from cover. This effect lasts until you hit a different creature or the encounter ends.

So many choices (requires attunement): While holding the Zeta Fantastic Mark One, you may use an action and spend 1 or 2 charges to use one of the following features:

  • Flamethrower (1 charge): Every creature inside a 15-foot cone must make a DC 15 Dexterity saving throw and takes 4d6 fire damage on a failed save, or half as much damage on a successful save.
  • Freeze ray (2 charges): Choose a creature you can see within 60 feet. The target must make a DC 15 Strength saving throw (creatures with cold resistance have advantage on their saving throws, while those immune to cold damage are not affected at all) and is paralysed for 2d6 rounds on a failed save. A paralysed creature makes a new saving throw at the end of each of its turns and is no longer paralysed on a successful save.
  • Netcaster (1 charge): Fires a net at a creature you can see up to 30 feet away. A successful ranged attack roll is required to hit and restrain the target. The net follows the normal rules for nets, except that it requires a DC 14 Strength check or 120 slashing damage to break free from it.
  • Poison bolt (1 charge): Make a ranged attack roll against a creature you can see. On a hit, the target takes 1d8 piercing damage and must make a DC 15 Constitution saving throw. A failed save means that the target takes 2d10 poison damage and is poisoned for 2d6 rounds. On a successful save, the target takes only takes 1d10 poison damage and is not poisoned.
  • Rocket launcher (2 charges): Fires a small rocket at any point you can see within 300 feet. Every creature inside a 20-foot sphere must make a DC 15 Dexterity saving throw and takes 6d6 fire damage on a failed save, or half as much damage on a successful save.

Zane’s Guide to Pistols is now available

guidetopistolsODA’s first product and also the first instalment in the Mortars & Miniguns series is now available on DriveThruRPG!

Zane’s Guide to Pistols is the definitive sourcebook for introducing modern and magical pistols to your Fifth Edition games. Whether you plan to run a modern-era game, a techno-fantasy campaign or just need to introduce a few alien relics from an advanced, forgotten civilisation, this book has you covered. Assembled by the eccentric but nevertheless brilliant dwarf explorer and gun aficionado Zane Ironheart, the Guide to Pistols features:

  • Simple rules for handling firearms in Fifth Edition, including ammo, malfunctions, burst fire and autofire.
  • 7 basic pistol models to get you started. Go with an Autoloader, a traditional Six-shooter or trust in the power and precision of an One-shot Express.
  • 25 magical pistols, from uncommon guns with useful abilities all the way up to legendary pistols that will shake the entire battlefield. Incinerate your enemies with the Firestarter. Blast them to pieces with the Ruinous Bolter. Bring law to the lawless with the Righteous Judge.
  • New feats, a new fighting style and a new martial archetype for pistol-wielding fighters.

All for the price of a coffee!

Buy now on DriveThruRPG.

And we are live!

fireworks-227383_1280One Dwarf Army has been approved as a vendor in DriveThruRPG. Click the link to take you to ODA’s marketplace. Right now there is just one product (more information on the next post), but I hope to grow the list steadily with new work.