Rules For Firearms

In order to put guns in a campaign in a way that makes them more than just re-skinned bows, here are a list of basic rules for firearms for Dungeons and Dragons games that I made. Some of these rules can be used for ranged weapons.

Aim Bonus & Bracing

If you are proficient with firearms or ranged weapons and have one drawn at the start of your turn, you can spend a bonus action to aim down your weapon’s sights, conferring a +1 Bonus to your next attack roll. You can spend another action during your turn or a bonus action next turn to get +2. Aim Bonus cannot be stacked more than +2 for any shot, and any action or move you make after aiming gets rid of Aim Bonus, including making Extra Attack and Bulletstorm attacks. Bracing works like aiming, but can only be done when prone or behind cover with a firearm. You cannot aim or brace if you hold two Light firearms or ranged weapons.

Misfire(Optional Rule)

If, during an attack roll, you roll a number equal to or lower than the gun’s misfire number(such as 4), your weapon malfunctions. Roll a d6 to decide what malfunction happens to your gun. After applying the debilitation, the weapon’s chance of misfire goes up by 1 (up to 10) until you use a short rest to perform an out of combat Tinker’s Tools check. The DC is 10 + the weapon’s misfire chance. You can use a Tinker’s Tools roll during a short or long rest to lower a weapon’s base chance of Misfire by 2. You cannot lower misfire chance to 0 using this method unless you are a Gunslinger of the Machinist Principle.

Misfire Chart

Roll Effect

  1. The gun jams and cannot fire. Make a Tinker’s Tools check to fix it. Doing this always takes an action to do, and you cannot take bonus actions or reactions.
  2. The gun’s sights are thrown off. The firearm suffers a -2 to attack rolls and can’t get Aim Bonus unless a Tinker’s Tools check is made as an action.
  3. Your lose your grip on your gun, and it drops from your hand.
  4. You take d4 fire damage. Make a Constitution Saving Throw or drop the gun from your hand.
  5. The gun takes a permanent -1 to its damage rolls. This can only be fixed by an out of combat Tinker’s Tools check. If the gun suffers -5 to its damage rolls, it is destroyed beyond repair.
  6. The gun suffers 2 misfire effects. Roll twice and reroll every 6.

Reload & Long Load

Some firearms have a certain number of bullets that can be fired before they must be reloaded. Most firearms can be reloaded as a bonus action during your turn, but a select few take an action to reload, and you cannot take bonus actions or reactions when doing so. These weapons will be marked with Long Load instead of reload. You can reload prior to all of a weapon’s load being expended, but you will drop the bullets and must collect them after combat or as an action in order to get the ammo back.

Scatter

Any gun with Scatter shoots in a cone or 15 foot wide line out to your firearm’s range. Any target caught within the cone/line must succeed a (DC 8 + Dexterity Modifier + Proficiency Bonus) Dexterity saving throw or take the weapon’s damage roll, and half that on a successful save. Your Aim Bonus subtracts from their saving throw.

Any creature outside normal range has advantage on the save, and takes half damage if they fail, and none if they succeed. You can exclude allies from your cone/line of fire up to your Dexterity modifier (minimum of 1.)

Creatures within 5 feet of you are in point blank range of the shot, and have disadvantage on the saving throw. They take the weapon’s max damage on a failed save, and take normal damage on a successful save.

Close Quarters

Firearms or ranged weapons with the Close Quarters property do not have disadvantage when fired at a target within 5 feet of the wielder.

Multi-Shot

A firearm or ranged weapon with this property is able to fire multiple barrels with a single pull of the trigger. When making the attack action with a firearm with Multi-Shot, you can make multiple attack rolls at a single target. Each attack roll after the first confers a -1 penalty to the attack roll, or -1 to the damage if the firearm has the Scatter property.

Punting

A firearm with this property forces the target to make a Constitution Saving Throw (DC 8 + Prof. Bonus + Dex. Mod) that is made with disadvantage if they’re wearing Heavy Armor. If they fail, they are knocked Prone. They also count as siege weapons for the purposes of damage.

Burst Fire

Burst Fire firearms are able to release a stream of multiple bullets with every attack. You can choose to make an attack roll at three targets within a 10 foot wide line out to your firearm’s maximum range. Every attack roll made after the first has disadvantage. You can also shoot one creature with the burst. Make an attack roll with disadvantage. If you succeed, roll d6 divided by 2 damage rolls. (Rounded up) You only apply your ability score once for this damage.

The somewhat unstable nature of Burst Fire firearms means you can only attack with them twice per round.

Automatic

Automatic firearms can release a salvo of bullets per pull of the trigger in order to fire at multiple targets in 10-foot wide line out to your gun’s maximum range or a 10-foot square at any point within your gun’s maximum range. Make an attack roll on up to six creatures within this field. Every attack made after the first has disadvantage. You can alternatively spend up to half of the weapon’s reload to attack as many targets as you can see within this field. You can also shoot one creature with the salvo of bullets. Make an attack roll with disadvantage. Roll 1d6 damage rolls if it hits. You only apply your ability score modifier twice for this damage, regardless of the number of damage rolls made.

The unstable nature of Automatic firearms means you can only attack with them once per round.

Akimbo

If you are proficient with firearms or ranged weapons and are wielding two light firearms or ranged weapons, after you fire one, you can use a bonus action to attack with the other weapon you’re holding. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Rules on Akimbo Reloading

If you wield two firearms/ranged weapons, you can reload them both at once, or one per turn. Reloading both uses an action, but you cannot take reactions or bonus actions. Reloading one per turn takes a bonus action per gun.

Proficiency with Firearms

Firearms are not your typical weapons, like martial or simple weapons. The nature of their construction and the complexity of their use and care make a special kind f training required to become proficient with them. Unless otherwise specified by the DM, firearms count as a separate proficiency from martial and simple weapons. There are two types of profciciencies associated with firearms. Longarms, which include Two-Handed firearms, and Sidearms, which include everything esle.

Called Shots

If you are proficient with firearms or ranged weapons and are not currently at disadvantage with your attack, you can make a called shot against a particular type of body part an enemy has. The roll is made with disadvantage. If the shot hits, the target suffers one of the following effects depending on where it was hit.

Called Shot Chart
(Save DC = 8 +Proficiency Bonus + Dexterity Modifier)
Body Part Effect
Head The creature has disadvantage on their next Wisdom or Intelligence check when they next make one or until 1 minute has passed. The creature must roll a Strength saving throw or be stunned until the end of their next turn.
Torso The creature is pushed back 5 feet. The creature must roll a Strength saving throw or be pushed an additional 5 feet and must spend their next action catching their breath.
Arms The creature deals half damage on it’s next melee attack when it next makes one or until 1 minute has passed. The creature must succeed a Constitution saving throw or drop their held items.
Legs The creature can only move half it’s speed for its next move action. The creature must succeed a Constitution saving throw or be knocked prone, and must use their entire movement speed getting up, even if they have a feat that allows them to do otherwise.
Wings The creature immediately plummets 20 feet from the sky. The creature must roll a Strength saving throw or have to spend their next move action flying towards the ground at their movement speed. If they do not land, they plummet the rest of the way.
Tail The creature has disadvantage on its next Acrobatics or Athletics check when they next make one or until 1 minute has passed. The creature must succeed a Dexterity saving throw or get disdvantage on Dexterity saving throws until the end of your next turn.
Et Cetera If there are any body parts on creatures not on this list, such as a Beholder’s anti-magic eye, it is up to the GM to decide what happens when this body part is hit. The called shot generally has two effects. An immediate effect that is guaranteed but not too debilitating, and a lingering effect that can be saved against.

Repeating (Optional)

Any Repeating Firearm with a reload count higher than 1 can be shot again as a bonus action after the attack action is made. You cannot add your ability score modifier to the attack, unles the modifier is negative.

Fan The Hammer (Optional)

If you make a shot while wielding a single Pepperbox, Revolver, or Hand Cannon and nothing else, you can use a bonus action to take an additional two shots. You don’t add your ability modifier to the damage of the bonus attacks, unless that modifier is negative. Gunslingers are the only exception.

Heavy Weapons

Firearms and ranged weapons with the Heavy property have to be made stable in order to be fired effectively due to their weight and the damage they can put out with a single shot. You cannot make any Extra Attacks or Bulletstorm attacks while wielding a heavy firearm, unless you have the Heavy Weapons Guy feat.

Bolt Action & Pump/Lever Action

Bolt Action, Pump Action, and Lever Action Firearms have a firing mechanism that chambers new bullets after every shot. Bolt Action guns use an action to do this, and Pump Action and Lever Action guns use a bonus action.

Nock Gun Special Rules

For every barrel fired after the first two, the wielder takes 1d4 bludgeoning damage that ignores resistance and immunity. Aiming this weapon takes an action.

Cannon Special Rules

Cannon shots target anyone within a 10 wide foot line out to their maximum range. Any target in the path of a cannonshot must succeed a DC (8 + your Dex bonus + your prof bonus) Dexterity saving throw or take it’s damage roll and must then roll a DC 20 Strength saving throw or be knocked prone. They take half damage on a success and do not need to make a Strength saving throw. Any creature outside the Cannon’s normal range has advantage on the saving throw. Cannons are considered siege weapons.

Primitive Firearms

Name Damage Cost Weight Weapon Properties
Flintlock Pistol d10 Piercing 250gp 3 lbs Ammunition (range 30/90), Reload 1, Light, Close Quarters, Misfire 2
Musket d12 Piercing 500gp 10 lbs Ammunition (range 70/200), Two-Handed, Reload 1, Misfire 2
Dragoon d6 Bludgeoning 300gp 4 lbs Ammunition (range 10/30), Long Load 1, Scatter (Cone), Misfire 4
Blunderbuss d8 Bludgeoning 900gp 7 lbs Ammunition (range 15/35), Two-Handed, Long Load 1, Scatter (Cone), Misfire 4
Arquebus d12 Bludgeoning 200gp 12 lbs Ammunition (range 50/150), Two-Handed, Long Load 1, Heavy, Punting, Misfire 5
Rifle 2d6 Piercing 1000gp 10 lbs Ammunition (range 80/230), Two-Handed, Reload 1, Rifling, Misfire 2
Carbine d10 Piercing 900gp 6 lbs Ammunition (range 40/120), Two-Handed, Reload 1, Close Quarters, Rifling, Misfire 2

Action-Loaded firearms (Machinist DC 8 + max damage/2)

Name Damage Cost Weight Weapon Properties
Break-Action Rifle d12 Piercing 1200gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 1, Rifling, Misfire 3
Break-Action Pistol d10 Piercing 1000gp 3 lbs Ammunition (range 40/130), Light, Reload 1, Close Quarters, Misfire 3
Shotgun 2d4 Bludgeoning 1250gp 7 lbs Ammunition (range 20/40), Two-Handed, Reload 1, Scatter (Cone), Misfire 4
Double Barrel Shotgun d10 Bludgeoning 1500gp 11 lbs Ammunition (range 20/40), Two-Handed, Reload 2(Long Load for Both Barrels), Scatter (Cone), Multi-Shot(2), Misfire 5
Lever-Action Rifle d12 Piercing 1750gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, Lever-Action, Rifling, Misfire 4
Lever-Action Shotgun d12 Bludgeoning 1950gp 7 lbs Ammunition (range 20/40), Two-Handed, Long Load 4, Lever-Action, Scatter (Line), Misfire 5
Pump-Action Shotgun 2d6 Bludgeoning 2350gp 7 lbs Ammunition (range 30/60), Two-Handed, Reload 6(Long Load for all Shells), Pump-Action, Scatter (Line), Misfire 5
Bolt-Action Rifle 2d8 Piercing 3000gp 13 lbs Ammunition (range 150/800), Two-Handed, Long Load 4, Bolt-Action, Rifling, Misfire 4
Heavy Bolt-Action Rifle 2d10 Piercing 3500gp 17 lbs Ammunition (range 200/1,000), Two-Handed, Long Load 4, Heavy, Bolt-Action, Rifling, Misfire 5

Repeating Firearms (Machinist DC 8 + max damage/2)

Name Damage Cost Weight Weapon Properties
Repeating Rifle 2d6 Piercing 1500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 8, Rifling, Misfire 4
Repeating Carbine d10 Piercing 1100gp 6 lbs Ammunition (range 40/160), Two-Handed, Reload 6, Close Quarters, Rifling, Misfire 2
Repeater Pistol d8 Piercing 1250gp 2 lbs Ammunition (range 30/90), Light, Reload 8, Close Quarters, Misfire 3
Drum-Fed Shotgun d10 Bludgeoning 1750gp 12 lbs Ammunition (range 25/50), Two-Handed, Reload 10, Scatter (Cone), Misfire 5
Pepperbox d8 Piercing 800gp 4 lbs Ammunition (range 40/150), Reload 4 (Long Load for all barrels), Light, Close Quarters, Misfire 4, Counts as Primitive Firearm

Special Firearm Examples (Machinist DC 10 + max damage/2)

Name Damage Cost Weight Weapon Properties
Automatic Rifle d8 Piercing 3500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Automatic, Rifling, Misfire 6
Automatic Carbine d6 Piercing 2500gp 6 lbs Ammunition (range 40/160), Two-Handed, Reload 24, Automatic, Close Quarters, Rifling, Misfire 5
Automatic Pistol d4 Piercing 2000gp 3 lbs Ammunition (range 30/90), Light, Reload 30, Automatic, Close Quarters, Rifling, Misfire 4
Burst Rifle d10 Piercing 3500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Burst Fire, Rifling, Misfire 5
Revolver d10 Piercing 1800gp 2 lbs Ammunition (50/150), Light, Reload 6, Close Quarters, Rifling, Misfire 5
Hand Cannon 2d6 Piercing 1800gp 4 lbs Ammunition (60/180), Reload 8, Close Quarters, Rifling, Misfire 6
Anti-Material Rifle 2d12 Piercing 4500gp 20 lbs Ammunition (range 300/1,800), Two-Handed, Long Load 4, Bolt-Action, Heavy, Punting, Rifling, Misfire 6
Shoulder Cannon 3d10 Bludgeoning 4000gp 40 lbs Ammunition (range 60/200), Two-Handed, Long Load 1, Heavy, Punting, Cannon Misfire 7
Rifleblade 2d6 Piercing 5000gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 8, Bayonet(1d6 Piercing/Slashing, Finesse), Rifling, Misfire 5
Pistolblade d10 Piercing 4500gp 6 lbs Ammunition (range 30/90), Light, Reload 8, Close Quarters, Bayonet(1d4 Piercing/Slashing, Finesse), Rifling, Misfire 4
Nock Gun d12 Piercing 4750gp 20 lbs Ammunition (range 70/210), Two-Handed, Reload 7(Long Load for all barrels), Heavy, Multi-Shot(7) Special, Misfire 10

Mundane Ammo Types

Name Materials Cost Usable with Weight Properties
Round Bullet 1 Iron Ingot (10 per) 3gp(10) Muskets, Pistols, Pepperbox 2 lbs(10) Piercing
Rifled Bullet 1 Iron Ingot (10 per) 3gp(5) Rifles, Carbines, Rifled Firearms 2 lbs(10) Piercing
Scatter Shell 2 Iron Ingot 5 per) 5gp(5) Shotguns 3 lbs(10) Bludgeoning
Slug 1 Iron Ingot (2 per) 10gp(1) Shotguns .25 lb(1) 1d12 Piercing bullet
Mini Bullet 1 Iron Ingot (20 per) 3gp(20) Muskets, Pistols, Shotguns – – Piercing, halve all damage
Flechette 2 Iron Ingots (5 per) 3gp(5) Shotguns 2 lb(10) Piercing, Shredding, Cover Breaking

Shredding and Cover Breaking

Rounds with the shredding property decrease armored target’s AC down by -1 if it hits. If it goes past a certain point, it is
destroyed. Light armor’s breaking point is -3, medium armor’s is -5, and heavy armor’s is -8. Rounds with the Cover Breaking
property deal damage to cover as well as the target and count as siege weapons for the purposes of damage.

Attachment Rail Placement Chart

Gun Rail Placement
Primitive Firearms Top
Repeating/Lever-Action/Bolt-Action/Special Rifles and Carbines Top, Bottom, Barrel or Bayonet
Break-Action Rifles & Carbines Top, Barrel or Bayonet
Shotguns & Pistols Top
Pepperboxes & Revolvers Top, Barrel/Bayonet

Attachments

Name Weight Usable with Cost Properties
Attachment Rails All firearms except Shoulder Cannon or Nock Gun 100gp Firearms may now have attachments placed on the rail.
Telescopic Sight .25 lbs Primitive Firearms, Rifles, Carbines, Shotguns, Pistols, Pepperboxes, Special Firearms 500gp +1 Aim Bonus. Gun must be aimed to be fired during your turn. (The firearm can be fired more than once after aiming if you have the Extra Attack or Bulletstorm features).
Longshot Sight 2 lbs Bolt Action Rifles, Repeating Rifle, Anti-Material Rifle 700gp +2 Aim Bonus, Gives the firearm the Heavy property. Aiming costs an action, and you cannot take bonus actions or reactions when doing so. The firearm must be aimed before it can be fired. Repeating Rifles with the Longshot Sight can still be used to make Bulletstorm attacks or Extra Attacks.
Glowing Dot Sight Rifles, Pistols, Shotguns, Carbines, Pepperbox, Special Firearms 450gp +1 Aim Bonus, shots with Aim Bonus have  advantage in the gun’s normal range.
Foregrip Repeating Rifles, Pump Shotguns, Repeating Carbines 300gp +1 to attack rolls made without Aim Bonus.
Vertical Grip Repeating Rifles, Pump Shotguns, Repeating Carbines 300gp Advantage on ability checks to resist being disarmed/impose disadvantage on disarming strikes.
Bipod Bolt Action Rifle, Repeating Rifle, Anti-Material Rifle 200gp Allows Weapons with Longshot sights to Brace as a bonus action, and lets them take actions while doing so, but not reactions.
Bayonet 1/2 the weapon’s weight Rifles, Carbines, Pepperbox, Revolver 50gp Allows firearm to be used as a Finesse Melee Weapon that does the equipped bayonet’s damage (see stats for the weapons in the PHB). Proficiency modifier cannot be added to this  weapon’s attack roll unless you are proficient in improvised weapons.
Muzzle Brake Rifles, Carbines 500gp +2 Damage, -1 Aim bonus, Creates no light in dark places
Underslung Flamethrower 2 lbs Repeating/Lever Action Rifles 900gp Adds a weapon that can shoot fire in a 15 foot cone when the attack action is taken. Anyone within it makes a DC (8+Prof Bonus+Dex Mod) Dexterity Saving Throw. This attack deals 6d6 fire damage on a failed saving throw, and half as much on a success.
Underslung Shotgun 3 lbs Repeating/Lever Action Rifles 800gp Adds a shotgun that can be used as a Bonus action using the Scatter rules. It fires in a 15 foot wide line out to 15 feet. Creatures within the line take 2d4 bludgeoning damage on a failed Dexterity saving throw, and half as much damage on a successful save.

Custom Parts List

Name Weight Usable with Cost Properties
Stock .5 lbs All firearms except Shoulder Cannon 250gp +1 Aim Bonus
Pistol Grip Pistols, Pepperboxes, Revolvers 250gp +1 Aim Bonus
Heavy Barrel 1 lbs All Firearms Except Shotguns 800gp +10 normal range, +20 max range, shots without Aim Bonus have disadvantage.
Light Barrel -1 lbs All Firearms Except Shotguns 800gp -10 normal range, -20 max range, shots made within normal range have advantage.
Tight Choke Barrel Shotguns 1000gp Halves the wideness of the scatter cone (60 foot cone is now a 30 foot cone that goes out to 60 feet.), Creatures within normal range take +2 damage.
Wide Choke Barrel Shotguns 1000gp Doubles the wideness of the scatter cone (60 foot cone is now a 90 foot cone that goes out to 60 feet.), You cannot add your ability score modifier to the damage dealt to any creature outside of  your firearm’s normal range.
Magazine Capacity (x) Primitive Firearms 1000gp Increases the reload count of two-handed firearms to 6, and increases the reload count of other firearms to 8. Crafting this part again for the same gun further increases this amount by either 6 or 8. (Up to 3 times.)
Recoil Compensator Automatic & Burst Fire Firearms 2000gp Burst Fire and Automatic firearms do not confer disadvantage after the first attack. Attacking a single target does not confer disadvantage to the attack roll.
Rifling Muskets, Flintlock Pistols, Arquebuses 500gp +30 normal range, +10 max range. Weapon now uses rifled bullets instead of round bullets. Some firearms have this built in inherently.
Light Frame -2 lbs All firearms except Shoulder Cannon 100000gp Gun gets lighter. Firearms with the Heavy property lose this property, but still give you the benefits if you take the Sniper Gun Tactic or certain feats. They can only be shot twice per round, however. Gun’s weight cannot decrease past 1 lb.
Straight Pull Bolt Bolt Action Rifles, Anti-Material Rifle 1200gp Bolt Action now costs a bonus action to use. An Extra Attack can be used for Bolt Action if you have the Heavy Weapons Guy feat.
Burst Mechanism Repeating Firearms 5000gp Adds the Burst Fire property to the firearm.
Automatic Mechanism Repeating Firearms 5000gp Adds the Automatic property to the firearm.

New Feats

Akimbo Master

You master the art of wielding two firearms at once. You get +1 to your Dexterity and gain the following benefits:

  • You gain proficiency in Pistols if you don’t have it already.
  • You can fire both firearms you hold as part of your attack action at a -5 penalty.
  • You can draw or holster two Light firearms when you
  • would normally be able to draw or holster only one.
  • You can use a bonus action to reload two Light firearms.

Mounted Shooting

Prerequisites: Proficiency in firearms

Firing guns while mounted is quite easy for you. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • You can now dual-wield two Light firearms while mounted.
  • You get advantage on any target you take aim at if the creature’s size is smaller than your mount.

Superior Marksman

Prerequisites: Proficiency om firearms, Strength 13 or higher.

You have perfected the art of the patient, precise kill. When you wield a Heavy firearm that has either a Telescopic Sight or Longshot Sight equipped on it, you get the following benefits.

  • If you have taken aim with your firearm and you make a successful called shot attack, the creature you hit automatically fails the save to resist the effect of the target of the called shot. This shot is made without aim bonus.
  • You can fire your gun without needing to aim beforehand. This shot is made with disadvantage.
  • You ignore the action needed to use Bolt Action after making a shot with your firearm, but can still only fire the gun once per turn.

Pistol Whipper

You are skilled in using guns as melee weapons when and if they run out of bullets. You are now considered proficient with firearms you use as melee weapons. Light firearms deal d6 bludgeoning damage and are considered Finesse weapons, Two-handed firearms deal d8 bludgeoning damage, and Heavy firearms deal d10 damage.

Rifle Master

Prerequisites: Proficiency in firearms

Rifles are complex weapons, but you know just how to make every shot count. You gain the following benefits.

  • When you take an aimed shot with a Rifle or firearm with the Rifling property, you can reroll 1s and 2s to the weapon’s damage once per turn. You must take the new rolls.
  • Moving up to half your speed does not cancel out your aim bonus when wielding a firearm with the Rifling property.
  • If you roll a natural 20 or deal a killing blow with your Rifle or firearm with the Rifling property, you can use your reaction to Aim. This bonus stacks with any additional aim bonus you take during your turn.

Spreadfire Juggernaut

Prerequisites: Proficiency in firearms

You have mastered getting the most effect out of the scatter cone of fire from your firearms. You get the following beneftis:

  • When you have three or more enemies in your scatter cone at once when you make an attack, they have disadvantage on the saving throw to resist your shot.
  • If there is at least one target in your scatter cone that has disadvantage against your saving throw, you knock them prone if their higher roll would have also failed.

Dueling Expert

Prerequisites: Proficiency in firearms, player level 10 You have mastered the art of dueling with gun and sword, and gain the following benefits:

  • Attacking at close range with any firearm does not impose disadvantage.
  • When you use the attack action with a one-handed melee weapon, you can spend a bonus action to fire a Light firearm you hold. Wielding a Light firearm or Finesse melee weapon in your offhand does not count as another weapon for the purposes of the Dueling and Gun Duelist fighting style and gun tactic.
  • You ignore the reload time for Light firearms.

Marathon Shooter

Prerequisites: Proficiency in firearms, Strength 13 or higher

Whether it be a desire for showmanship or just training in pure efficiency, you have mastered the use of lever-action firearms, to the point where you can put down more heat than even someone who uses a repeating firearm, giving you the following abilities.

  • You are now able to wield two lever-action firearms at once. You can use a bonus action to shoot with the second firearm. You can only add half your ability score modifier to damage rolls dealt with these attacks. (Rounded up, minimum of 1).
  • You ignore the bonus action needed to use Lever-Action.
  • You can fire both guns at once, rolling an attack with -5 to the roll. If the attack hits, roll the damage die twice and add your full ability score modifier. You can only attack twice per turn using this attack.

Heavy Weapons Guy

Prerequisites: Proficiency in firearms, Strength 15, player level 16

You have strengthened yourself to be able to use Heavy firearms more effectively. If you have the Extra Attack or Bulletstorm feature, you can use a single one of those attacks when you use those features with a Heavy firearm.

Climbing Expert

Prerequisites: Proficiency in Athletics, Str. 13 or higher.

You have mastered the art of scaling any climbable surface. You get advantage on Strength(Athletics) rolls to climb. Difficult terrain provides no extra difficulty when climbing, and starting a climb costs no extra movement.

Suppression

Prerequisites: Proficiency in firearms

When you have a firearm with the Automatic or Burst Fire property drawn, you can use an action to either focus fire on a single target or create a range of suppressive fire that affects all creatures within a cone out to your weapon’s normal range. This ability expends a number of bullets equal to half your gun’s total reload count when used. You cannot take bonus actions or reactions if you take this action. You must have at least half your gun’s reload count loaded into your weapon to use this ability. While this ability is active, you may do the following things until your next turn.

  • The target or targets have disadvantage on attack rolls and Dexterity Saving Throws.
  • The target or targets can only move at half speed and cannot Dash.
  • If the target or targets move while this effect is active, you can use your reaction to make a ranged attack roll at them. This attack has disadvantage, but deals an extra +5 damage if it hits.

Technique Adept

Prerequisites: Proficiency in firearms

You have trained in a performance art with firearms that allows you to use special tricks during combat. You gain the following beneits:

  • You learn two tricks of your choice from among those available to the Virtuoso Archetype in the gunslinger class except Cheat Death. If a trick requires your target to make a saving throw to resist the trick’s effects, the saving throw DC equals 8 + your proficiency modifier + your Dexterity modifier.
  • If you already have Technique Points, you gain two more, otherwise, you have two technique points. These are used to fuel your tricks. A technique points are expended when you use it. You regain your expended technique points when you finish a short or long rest.

Riot Controller

Prerequisites: Proficiency in shields

You have become quite adept at crowd control using your shield. When you make an attack against a creature while wielding your shield, you are considered to be in three quarters cover when they attack you, and you are resistant to any nonmagical bludgeoning, piercing, and slashing damage they deal as long as you continue to attack that target. More than one target can be affected this way if you can attack more than once during your turn.

Action Loader

You have trained yourself to specialize in the use of action loaded weapons. You gain proficiency in Action Loaded firearms and ignore the action or bonus action needed to use Lever-Action, and Pump Action. You also ignore the reload time for Break Action firearms.

Bayoneteer

Prerequisites: Proficiency in firearms

You have mastered the art of fighting with weapons attached to the barrel of your gun. You can now add your proficiency modifier to attack rolls you make with Bayonets and can now use them as part of your Extra Attack and Bulletstorm features.

Gunsmith Initiate

Prerequisites: Intelligence 13

You get proficiency in Tinker’s tools, and can now craft primitive firearms. You are assumed to have gotten the materials for the firearm you wish to craft before you took this feat. You craft these guns at a rate of 5gp per hour. The cost to create each firearm is equal to (Cost in gp of the Firearm)/10.

Experienced Gunsmith

Prerequisites: Gunsmith Initiate, player level 13

You have gone through extensive training in gunsmithing, letting you create new firearms via experimenting. You can now create all the other types of firearms on the chart above. Once per long rest, you must succeed an Intelligence check with your proficiency bonus added over the period of a short rest in order to make the blueprints for the gun. If you fail, the DC goes down by 1 for subsequent checks (Minimum of 10). When the blueprints are created, you can then craft the gun. It is assumed that during your travels you came across the required materials to make the gun before you took this feat. You craft these new guns at a rate of 5gp per hour, and can now craft primitive firearms at a rate of 10gp per hour.

The cost to craft firearms is now cut in half for you.

Variant Rule: Firearms Are Prominent

If firearms are common in your world, you can craft action loaded firearms as well as primitive firearms when you take the Gunsmith Initiate feat. If you take the Gunsmith Expert Feat, you can now craft every other firearm on the list after succeeding the required Intelligence check to craft it’s blueprints, as well as attachments.

Giving Classes Guns

Barbarians can use Strength for firearm rolls instead of Dexterity, and substitute their melee abilities with their firearms, but they cannot fire past the gun’s normal range. Barbarians start with proficiency in Primitive Firearms and Shotguns. They can use Extra Attack to reload their firearms or use Pump Action and Lever Action.

Bards start with profiency in Sidearms, Rifles and Carbines and can choose from Gun Tactics as well as Fighting Styles if they take the College of Valor archetype. (Use the Archery Fighting Style Edit if going this route.) They can use one Extra Attack to reload their firearms or use Pump Action and Lever Action.

Clerics can start with proficiency in sidearms and firearms that have the Scatter property.

Druids cannot be proficient in firearms, as they are always made from metal in some measure. The GM can make exceptions to this.

Fighters start with proficiency in longarms and sidearms and can choose from Gun Tactics as well as Fighting Styles. (Use the Archery Fighting Style Edit if going this route.) They can use one Extra Attack to reload their firearms or use Pump Action and Lever Action.

Monks can start with proficiency in Primitive Firearms, but they don’t count as monk weapons. They can use one Extra Attack to reload their firearms or use Pump Action and Lever Action.
For Paladins, any Strength and melee based abilities for Paladins can be swapped with Dexterity and ranged weapons. Paladins start with proficiency in longarms and sidearms and can choose from Gun Tactics as well as Fighting Styles. (Use the Archery Fighting Style Edit if going this route.) They can use one Extra Attack to reload their firearms or use Pump Action and Lever Action.

Rangers get proficiency in longarms and sidearms, and can choose from Gun Tactics as well as Fighting Styles. (Use the Archery Fighting Style Edit if going this route.) They can use one Extra Attack to reload their firearms or use Pump Action and Lever Action.

Sorcerers, Warlocks, and Wizards get proficiency in Sidearms.

Rogues start with proficiency in sidearms, Muskets, Carbines, and Rifles.

Characters that start with proficiency in Tinker’s Tools can craft 5 of any kind of basic ammo over the period of a short rest. They can also use make a Tinker’s Tool check to repair their guns if they misfire.