Firearms (5e Sourcebook)

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Author: Ghostwheel (talk)
Date Created: June 29 2020
Status: In Progress
Editing: Clarity edits only please
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The smell of black powder discharge fills the air as a loud crack disturbs the silence. The whizz of a bullet flying through the air faintly sounds before a grunt echoes out, and a body falls to the ground, devoid of life.

Guns hold an allure all of their own, but all too often they are treated like other weapons without much special or interesting. This variant makes them into a usable weapon that is higher in risk, as well as higher in reward.

Types of Firearms[edit]

Firearms come in two basic types; the one-handed and two-handed version. Unlike other weapons, firearms belong in their own class of weapons, being neither simple nor martial, and do bludgeoning damage. In addition, unlike other ranged weapons they do not have an extreme range, since the speed at which bullets are fired makes range outside of extreme inconsequential. Gunshots are extremely loud, and can be heard from 100 to 600 feet away depending on conditions such as terrain and ambient noise.

Unlike other weapons, firearms require an action to reload (which requires at least one hand unoccupied), creatures have advantage to attack with firearms, and firearms have a misfire chance. If any of the dice on the attack roll fall within the misfire range, a misfire occurs and the shot misses, while the firearm itself becomes faulty.

A faulty firearm can still be fired, but creatures using it do not have advantage to attack any longer and if it misfires again it is irrecoverably broken and unable to be used. Creatures who have proficiency in firearms can take an action to fix a broken firearm. Due to the cumbersome nature of two-handed firearms, a creature is unable to reload or fix a faulty two-handed firearm if they have moved on their turn, and has their speed reduced to 0 until the end of their turn if they reload or fix a faulty two-handed firearm.

Name Cost Damage Weight Misfire
Hand Cannon 750 gp 1d8 3 lbs 1 Firearm (range 80)
Pistol 1,250 gp 1d10 4 lbs 1-2 Firearm (range 80)
Hand Culverin 1,000 gp 2d6 10 lbs 1 Firearm (range 120), two-handed
Carbine 1,500 gp 2d8 12 lbs 1-2 Firearm (range 120), two-handed

Note: Because firearms require not only ammunition, but also black powder, the Repeating artificer infusion does not work with firearms.


Firearms come with a variety of ammunition with which they can be loaded; the most common is the humble bullet behind which sits black powder. However, enterprising gunsmiths have learnt to create new and exciting types of ammunition though they tend to be more unstable than the traditional bullet when fired. Characters that have proficiency in firearms can make their own ammunition or cartridges at 1/10 the normal cost.

Name Cost Weight Increased
Bullet (20) 20 gp 0.5 lbs 0
Cartridge (20) 200 gp 0.5 lbs 2 Special
Explosive Shot (20) 300 gp 0.5 lbs 2 Special
Overcharged Bullets (20) 100 gp 0.5 lbs 1 Special
Pellets (20) 300 gp 0.5 lbs 2 Special

Cartridge: These specially prepared cartridges lower the time it requires to load a firearm, as per the following table.

Reload Speed with Cartridges
Original New
Action Bonus Action
Bonus Action Object Interaction
Object Interaction No action

Explosive Shot: Packed with black powder within the bullet itself, on a successful hit all creatures within 5 feet of your target take 1d6 damage.

Overcharged Bullets: When feeding bullets into the barrel, more gunpowder can be fed in to increase the explosive power of the bullets fired. Increase the size of the damage die of the firearm by one step up to a maximum of d12. (d4 -> d6, d6 -> d8, d8 -> d10, d10 -> d12)

Pellets: Pellets don't have as much range as a normal bullet, but spray to hit many creatures. When you fire a pellet, make an attack as normal but compare the attack roll to all creatures in a 15-foot cone emanating from you, comparing the attack roll to each creature's AC. Any creature you hit takes damage as normal, but you do not add your ability modifier to the damage roll. Effects that affect a single attack, such as the rogue's Sneak Attack class feature do not work when using pellets.


Since firearms have many different parts, each can be customized and upgraded. Each firearm has four distinct sections; the barrel, muzzle, receiver, and sights. A specific firearm can only have one modification of each type, as delineated below.

A character with the Gunsmith feat can add a modification to a firearm by spending 8 hours of work and half of the listed modification's price, at the end of which they must make an Intelligence check against a DC of 15. On a failed check, they are unable to attach the modification properly, and their work is wasted, while on a successful check the modification is added successfully.

Barrel Modifications[edit]
List of Barrel Modifications
Name Cost Additional
Double-Barreled 1,500 gp 4 lbs
Extended Barrel 750 gp 3 lbs
Rifled Barrel 1,000 gp
Shortened Barrel 100 gp -1 lbs

Double-Barreled. A firearm with this modification has an additional barrel which can be loaded individually. When firing, choose which barrel to fire, and when reloading a double-barreled firearm, choose which barrel fires on each attack.

Extended Barrel. Increase the range of firearms with this modification by 50%.

Rifled Barrel. You can only fire bullets and overcharged bullets from a firearm with this modification, but you gain a +2 bonus on attack rolls with this firearm.

Shortened Barrel. Decrease the range of firearms with this modification by 10 feet, but you may draw this firearm as part of rolling initiative.

Muzzle Modifications[edit]
List of Muzzle Modifications
Name Cost Additional
Bayonet 100 gp 6 lbs
Choke 1,000 gp 2 lbs
Suppressor 1,500 gp 3 lbs
Vent 1,500 gp 1 lbs

Bayonet. Firearms with this modification come with a blade equipped at their end. This is considered a finesse melee weapon that does 1d6 damage for one-handed firearms, and 1d10 damage for two-handed firearms.

Choke. Only cartridges and explosive shots can be fired from a firearm with this modification, but you gain a +2 bonus to attack rolls with this firearm.

Suppressor. The sound of a firearm with this modification can only be heard from 60 feet away, but increase the misfire chance by one.

Vent. When a firearm with this modification misfires, you can turn the misfire into a normal miss. You may clear the vent at the end of a short rest, regaining the use of this ability.

Receiver Modifications[edit]
List of Receiver Modifications
Name Cost Additional
Amphibious Enchantment 1,500 gp 3 lbs
Attached Bipod 500 gp 6 lbs
Powerful Receiver 1,000 gp 4 lbs
Shield Attachment 500 gp 6 lbs

Amphibious Enchantment. A firearm with this modification suffers no harm from being underwater, and can fire underwater normally.

Attached Bipod. You do not have disadvantage on attacks when prone and ignore half and three-quarters cover within 5 feet when using a firearm with this modification.

Powerful Receiver. A firearm with this modification deals an additional die of damage with its attacks; however, its misfire chance increases by two.

Shield Attachment. This bulky layered shield that hangs beneath a firearm with this modification allows you to treat your AC as 2 higher against ranged attacks while wielding it. You do not gain the benefit of this modification while holding a shield.

Sights Modifications[edit]
List of Sights Modifications
Name Cost Additional
Darksight Scope 1,000 gp 2 lbs
High-Zoom Lens 1,500 gp 3 lbs
Iron Sight 500 gp 1 lbs
Magekiller Sight 6,000 gp 6 lbs

Darksight Scope. You can use an item interaction to gain darkvision while holding a firearm with this modification until the start of your next turn.

High-Zoom Lens. Quintuple the range of a firearm with this modification; however you have disadvantage on attacks within its normal range.

Iron Sight. When you take the Attack action with a firearm with this modification, you can forego one of your attacks to give your next attack on the same turn +2 to hit.

Magekiller Sight. Enemies you hit with attacks from this firearm who are concentrating on spells must make their Concentration saving throw at disadvantage.

Special Modifications[edit]
List of Special Modifications
Name Cost Additional
Gunblade 10,000 gp 7 lbs

Gunblade. The gunblade is a special modification that can be added to firearms; firearms with this modification cannot have a muzzle, barrel, or receiver modification. This modification has a special mechanism which allows you to fire your gun as you hit in melee, causing a reverberation of your firearm which increases its power exponentially, though the timing is extremely tricky.

The blade at the end of the firearm is considered a finesse melee weapon that does 1d6 damage for one-handed firearms, and 1d10 damage for two-handed firearms. On a successful hit with it, you may fire your firearm at the target without spending an action as though making a ranged attack with the firearm, though being within 5 feet of an enemy does not impose disadvantage on the attack.

Firearm Users[edit]

Gun Nut (Background)
Firearms (Fighting Style)


Bushwhacker (Rogue Subclass)
Drifter (Ranger Subclass)
Enlightenment of Black Powder (Swordsage Subclass)
Maverick (Fighter Subclass)
Oath of the Holy Gun (Paladin Subclass)
Spell Slinger (Artificer Subclass)
Way of Gun Fu (Monk Subclass)


Guns Akimbo
Gun and Blade
Packing Heat


Black Rain

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Ghostwheel's Homebrew (394 Articles)
AuthorGhostwheel +
Identifier5e Sourcebook +
RatingUndiscussed +
TitleFirearms +