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- I played a paladin in a campaign where the firearms from the DMG were allowed, the cost was prohibitive at first and then as we gained levels the gold piece cost became trival. The main drawback to the firearms that were available was the inability to use extra attack with them because of the reload property at least that was.
- Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Fantasy Firearms[edit]
So, picture this. You're playing D&D. The guy next to you has a sword, the gal on your right uses her fists, and the friend of loosely-defined gender who sits across from you wields arcane magic of destructive potential. You? You've got a gun. Now, if you're playing in a fantasy setting... hey, maybe guns don't fit the tone. But, in a world with enchanted weaponry, undead, and whatever the heck Flumphs are, it's not unreasonable to say some gnome or dwarf had the idea of making fantasy-gunpowder from dragon bone or fairy dust or something. So even in the most Tolkien-esque settings, there may be a place for it.
That said, the DMG does give rules for weaponry for renaissance, modern, and futuristic settings. Unfortunately, said weapons are not balanced for the traditional high-fantasy settings most are used to. So, this page will categorize, instead, firearms (or firearm-adjacent creations) that could conceivably fit in your run-of-the-mill D&D campaign.
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The Reload (X) Property[edit]
Currently, there's three types of vanilla D&D ranged weapons: Bows, Crossbows, and Thrown Weapons. Bows are two-handed weapons, with no restrictions to how often you can fire them. Crossbows have the loading property, preventing the user from firing them more than once per round (or requiring them to take the Crossbow Mastery feat), but many have more damage or are one-handed to compensate. Thrown weapons are just disposable melee weapons.
To differentiate firearms from these types of weapons, they can receive a 'Reload' property. Weapons with the reload property can hold a certain amount of ammo, e.g. a Revolver with 6 rounds. So, unlike crossbows, firearms can be fired more than once per round. However, when they run out of rounds, the weapon cannot be fired again until you use an action to reload it. Then, just like crossbows, they can come in one-handed or two-handed varieties. A firearm user does not need to invest in a feat to take advantage of any extra attack class features they get, over a crossbow user, but then has to deal with needing to spend a turn in 'down-time' every now and then. A weapon with a Reload(2) or even a Reload(1) property would be really rough!
Categorized List[edit]
Feel free to put the [[Category:Fantasy Firearms]] onto any firearm page that meets the following criteria:
1) It uses the Reload property
2) It is balanced alongside other vanilla D&D weapons, as opposed to the anachronistic weapons listed in the DMG or on this site.
3) The fluff for the page works for a fantasy setting, even if it uses copious amounts of Magitek. (If magic can create a wall of pure force or cross dimensions, it can also create an enchanted weapon that can accelerate a metal slug at relativistic speeds...)
Mundane Firearms | ||||
---|---|---|---|---|
Fantasy Firearm | Cost | Damage | Weight | Properties |
Alchemic Bullets | ||||
Bayonet Rifle | 95 gp | 1d10 piercing / 1d4 piercing | 12 lb. | Ammunition (range 100/400), heavy, reload (4 shots), special, two-handed |
Drake Cannon | 250 gp | 2d6 piercing | 4 lb | Ammunition (range 25/40),heavy, reload (2), special, two-handed |
Revolver, Variant | 150 gp | 1d10 piercing | 2 lb | Ammunition (range 25/100), light, reload (6 shots) |
Rifle, Variant | 90 gp | 1d12 piercing | 11 lb. | Ammunition (range 125/500), heavy, reload (4 shots), two-handed |
Siege Rifle | 250+ gp | 2d6 piercing | 20 lb. | Ammunition (range 100/400), Heavy, Reload (6 rounds), Special, Two-Handed |
Simple Pistol | 100 gp | 1d10 piercing | 0.5 lb. | Ammunition (range 25/75), hidden, light, reload (1), special |
Wheel-lock Carbine | 400 gp | 2d10 piercing | 9.5 lb. | Ammunition (range 30/120), two handed, reload (4 shots), special |
Magic Firearms | ||||
Firearm | Rarity | Type | ||
Deus Ex Calibre | very rare | Revolver | ||
Devil's Chamber | very rare | revolver | ||
Quickdraw Revolver | rare | revolver |
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