5e Dmg Guns
Variant Firearms[edit]
Firearms as presented in the Dungeon Master's Guide are very similar to other weapons; however, many believe that they should be entirely different so that they carry the true weight of their potential. This variant attempts to bring risk and reward back into pre-modern firearms.
5e Dmg Guns Mod
Please leave the '(5e Equipment)' identifier in the page title when making creating your new equipment! Weapons which are statistically identical or extremely similar to first-party weapons should go on Weapon Alternatives (5e Other), not here. The renaissance guns of the DMG do indeed have the loading weapon property, just like a crossbow. And just like a crossbow, in a skirmish-level fight (like 99% of all D&D combats), you're supposed to shoot once, then drop the gun and instead draw a melee weapon (or flip the gun and use it as a cudgel). Using the old d20 Modern Core Rulebook as a guide, and tweaking the math for fifth edition, I created armor options for my “5e Modern” campaign. Because it can be assumed that most characters operate undercover, incognito, or simply in an unobtrusive manner for at least part of the time, I made sure that those options included concealable. The DMG is a light machine gun in Modern Combat 5: Blackout. The DMG is the Tier 6 short-barrel rifle of the Sapper class. It is a light machine gun featuring moderate damage and rate of fire, and a large clip size coupled with a very large ammo reserve. However, the weapon features high recoil.
You’ll notice that my homebrew firearms borrow from Pathfinder and the D&D 5th editions DMG materials, but have lower damage table guns match up with their equivalent crossbow. For example the Flintlock Pistol matches up nicely with the Light Crossbow, each doing 1d8 piercing damage, but the gun can be held in one hand and the crossbow has a longer range.

Firearms under this variant have a few mechanical differences compared to other weapons. The first is that they all have the loading property, except that it takes a number of rounds to reload them as detailed under their individual property, requiring a hand free during the time they are reloaded. A character with proficiency in the firearm knows how to reload and maintain their firearm, but does not automatically know how to fix it should it break from a misfire (see below), while a character without proficiency can generally figure out (or be told) how to shoot a loaded firearm, but does not have the requisite training to reload one, whether not knowing how much gunpowder is needed, or how much force is required to clean the barrel after each shot.
Second, each firearm automatically misfires on a natural 1 on attack, after which it requires a full minute to repair using Tinker's Tools (DC 10) before it can be used again. When a firearm misfires, you take damage as though you had been hit by the weapon and rolled minimum damage.
Third, whenever a firearm scores a hit and does damage, if the roll on the die is even, the character may choose to add another die of the same type to the damage dealt (which is not multiplied on a critical hit), though if a 1 is rolled for damage, the weapon misfires and deals no damage whatsoever. The character may continue adding dice of damage as long as they roll an even number, but each time they do, the misfire chance increases by one (two on the second die added, three on the third die added, and so on).
Lastly, proficiency with firearms is entirely under the purview of the DM based on how common they are in the particular setting. In a campaign where virtually everyone has a firearm, they might be simple weapons; in ones where they are rarer, they might be martial, and in campaigns where they are almost unheard of, they might require the Weapon Master feat to gain proficiency.
Firearm Types[edit]
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Pistol | 750 gp | 1d10 | 3 lbs | Firearm (range 20/80), loading (1d2+1 rounds) |
| Musket | 1,000 gp | 1d12 | 10 lbs | Firearm (range 30/120), loading (1d3+1 rounds), two-handed |
Back to Main Page → 5e → Variant Rules
| Ghostwheelv |
|---|
| Author | Ghostwheel |
| Identifier | 5e Variant Rule |
| Rating | Undiscussed |
| Summary | Firearms in the DMG are very similar to crossbows. This attempts to make them more different from other weapons. |
| Title | Variant Firearms |
5e Dmg Guns Free
- 1How to Use Guns
- 1.4Magic Firearms
How to Use Guns[edit]

This chapter will present the rules for firing and reloading firearm weapons, as well as variant rules for some different weapon types.
Firing and Reloading[edit]
Firing a firearm is not unlike attacking with any other ranged weapon. Many firearms tend to be extremely accurate, however, and often ridicule most armors. When firing a firearm, if the targeted creature is within half of your first increment you gain a +2 bonus on your attack roll and damage roll. As long as you are in the first increment, you add your dexterity modifier to damage. This effect does not stack with any other effect that adds your Dexterity modifier to damage rolls, but does stack with the bonus damage from being within half of your first range increment.
Reloading a firearm is based on your base attack bonus. The higher it is, the easier it is to reload. A firearm usually need to be reloaded after every shot. A character without proficiency with the firearm he is trying to reload counts as having a base attack bonus 4 points lower.
- A character with a base attack bonus of +0 reloads a firearm as a full-round action that provokes attack of opportunity.
- A character with a base attack bonus of +1 reloads a fire arm as a move action that provokes attack of opportunity.
- A character with a base attack bonus of +3 no longer provokes an attack of opportunity for reloading.
- A character with a base attack bonus of +6 may reload a fire arm as a swift action or as an attack action (reloader's choice).
- A character with a base attack bonus of +11 may reload a firearm as a part of an attack action.
Some gun are slow and tedious to reload, these weapons are denoted as 'slow' and are one action slower to reload (up to a maximum of full-round).
Revolvers, Lever and Bolt Action[edit]
Opening a dmg file on mac. Many more advanced firearms have much more sophisticated reloading mechanisms and/or fire multiple times before requiring to be reloaded.
A weapon like a revolver may fire a great number of shot before being reloaded, the number of times it can be fired before being reloaded is noted on the particular firearm entry.
A weapon with a lever-action or bolt action mechanism is much easier to reload and may chamber many shots, these weapon are denoted as 'rapid'. To represent the sheer superiority and simplicity of these mechanisms, the following rules apply for any of such weapons:
- Remove any penalties associated with the lack of proficiency when reloading.
- Reloading with proficiency is one action faster (full-round to move, move to swift/attack a swift/attack to part of an attack action to free action).
Some weapons are incredibly accurate, allowing the firer to place critical shots easier. Such weapon will be denoted as 'accurate' and deal 1.5x dexterity modifier damage instead of normal dexterity modifier to damage within the first range increment.
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Shotgun Fun[edit]
Some weapons are not known for their accuracy, but are incredibly devastating in close combat. Such weapons, like shotguns, do not gain the normal +2 attack and damage bonus within half of the first increment. Instead, they deal twice weapon damage. No other damage modifier is multiplied, including extra damage from critical hits. So a weapon with the 'shotgun' property that deals 1d8 damage would deal 2d8 damage within the first increment.
Magic Firearms[edit]
For all intents and purposes, a firearm is enchanted like any other ranged weapon. However, I took the liberties of adding a few unique enhancements for all of our aspiring gunslingers:
Crackshot[edit]
The enchanted gun gains the accurate quality.
Faint divination; CL 1; Craft Magic Arms and Armor, true strike Price: Cost: +1.
Precise[edit]
5e Dmg Guns
Enchanted gun adds the half first increment bonus to all shots within the first increment.
Faint divination; CL 4; Craft Magic Arms and Armor, Price: Cost:+1.
5e Dmg Guns 2
Self-Reloading[edit]
5e Dmg Guns For Sale
After each shot, your firearm reloads itself. Slow weapon lose the slow quality instead and gain the rapid quality.
Faint transmutation; CL 1; Craft Magic Arms and Armor, Price: Cost: 2000 gp.
Cleanup your Tube![edit]
Some weapons in many setting have an incredibly unrealistic failure rate, failing or breaking with a 5% chance each shot is unforgivable. The following variant rule will emulate a much less hassling misfire rule.
- When you roll a natural 1, there is 10% chance that the gun jams. To unjam a gun it requires the same action as it would require you to reload your weapon.
- When you roll a natural 1, there is a 5% chance that it deals a single point of damage to your weapon.
- A weapon that is not at full hit point is more dangerous, thus it misfires on a 1 and 2 instead of simply natural 1.
- If you clean and maintain your gun frequently with a good quality gun cleaning kit, reroll any gun jam and gun damage misfire. Keep the best roll.
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