Personally, I think the variant firearms rules in the DMG are pretty weak and kinda lackluster, not gritty enough for me. I want weapons to be feared if you see someone else with them. They’re to be treated as an equalizer. If the PCs get their hands on them, it may be a one sided fight, but same for the NPC’s. I will say this, I get that the DMG is coming from a balancing standpoint, but nothing about a firearm is balanced in the real world. So, here’s my answer for firearms in 5e. These are untested rules. I’ll run them in a game of mine and readjust what’s written here.
I'm not really interested in incorporating Matt Mercer's gunslinger class. I wanted to make something so that if, for example, the wizard wants to be good at shooting, without having to dip into another class, there's no reason why he or she can't. Like I've told others, the gunslinger class is cool and interesting, just not my vision of firearms in my game.
I'm not really interested in incorporating Matt Mercer's gunslinger class. I wanted to make something so that if, for example, the wizard wants to be good at shooting, without having to dip into another class, there's no reason why he or she can't. Like I've told others, the gunslinger class is cool and interesting, just not my vision of firearms in my game.
The Crunch
Shooting- Shooting requires an attack roll to hit the target. On a crit, the target also bleeds for up to a minute or if a medicine check equal to the damage is successful. On a fumble, roll to see if there's any weapon degrading.
Blunderbuss- anyone within the 15ft cone must make a dexterity save vs 8 + proficiency bonus + dex or str modifier. Half damage on a failed save.
Blunderbuss- anyone within the 15ft cone must make a dexterity save vs 8 + proficiency bonus + dex or str modifier. Half damage on a failed save.
Bleeding- Bleeds do not stack.
Ammunition- ammunition is spent once it is used up. The blunderbuss can use anything small that can be compacted down its barrel: nails, rocks, etc… so cost for blunderbuss ammo is skipped for that reason. Just declare your picking up rocks and whatnot along the way.
Cannon- The cannon is used as a siege weapon and is generally deployed by a military force. Anything within its line of fire must make a DC 18 dexterity saving throw. Further to that, a target gains +2 on their check per 100ft away from the cannon they are. If there’s 20 people within its line of fire, they all must make that saving throw. The cannon does double damage against buildings and doors, continuing to fly through if the round breaks the doors down. If a target takes a direct hit, determine if any limbs are removed.
Feat
Firearm Specialty
Prerequisites- 14 Str or Dex, Proficiency in either simple or martial weapons, and 4th Level
Your superior training in your preferred firearms allows you to get the most out of your shots. Starting at 4th level, designate your weapon of choice from those listed in the firearms table. Add an additional damage die every 4 levels to the damage done with your preferred firearm. The firearm's reload time is reduced to one action regardless of what it says on the table. Increase your Strength or Dexterity score by 1. If you weren't proficient with the firearm before, you are now. This proficiency is treated for the single firearm, not an all encompassing proficiency.
You can take this feat multiple times with different firearms; however, it does not increase the damage dice each time you take the feat.
Degrading
Each time there's a critical fail, there’s a secret roll made by the GM to see if it degrades. It’s a 1 in 6 chance to a maximum of 6 in 6 where the weapon finally breaks. Some weapons may be more used than others, some may be in mint condition. That’s up to the GM, or you can roll on my weapon condition table found here. Once a weapon degrades and breaks fully, there’s a few things that can happen: the weapon can backfire, explode, or just fizzle out for lack of pressure in the chamber.
Repairing the Weapon
The cost for repairing the weapon is equal to 1 half of the base cost and takes 1 week of downtime. Anyone proficient in smithing or tinkering can repair the weapon at 1 quarter cost instead of 1 half. Time is unchanged.
Mishap roll- On a complete weapon malfunction, 6 in 6, the GM will make a secret roll of a 1d6 to find out what happens, or just make something cool up. 1-2 is a backfire, breaking the weapon, 3-4 the weapon explodes in your face like a pipe bomb, dealing 2d6 piercing damage, or a 4- 6, the weapon fizzles out and something internal breaks completely.
Starting Equipment Options
These are some additional options for standard starting equipment as noted from the PHB.
Bard- Blunderbuss with 20 rounds and a simple melee weapon
Sorcerer- Flintlock Pistol with 20 rounds and simple melee weapon
Wizard- Flintlock Pistol with 20 rounds and a simple melee weapon
Warlock- Flintlock Pistol with 20 rounds and simple melee weapon
Rogue- (a)Flintlock Pistol with 20 rounds and martial weapon or (b)Musket with 20 rounds and simple melee weapon
Fighter- (a)Blunderbuss with 20 rounds and martial weapon or (b)Musket with 20 rounds and simple melee weapon
Ranger- (a)Musket with 20 rounds and a simple melee weapon(no bow and 20 arrows) or (b)Flintlock Pistol with 20 rounds and a martial weapon
Weapon Table
Weapon
|
Cost/Cost of ammo per round
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Damage/Bleeding per round
|
Range in ft
|
Reload with proficiency/without
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Flintlock Pistol(Simple)
|
150 GP/10SP
|
2d6 piercing/1d4
|
30/60
|
1 turn/30 seconds
|
.50 cal Muzzleloader(Martial)
|
250 GP/10SP
|
3d6 piercing/1d4
|
100/180
|
1 turn/1 Minute
|
Blunderbuss(Simple)
|
170 GP/--
|
3d6 piercing/2d4 and 15ft cone
|
15
|
1 turn/1 Minute
|
Cannon(Martial)
|
800 GP/30GP
|
8d8 piercing and 2d6 splash damage within 10ft/3d4
|
400/600
|
3 turns/2 Minutes
|