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It is in the DMG, pg. 268, basically the pistol is a one-handed light crossbow with a single step up on the damage dice, a musket is a heavy crossbow with a single step up on the damage dice and without the heavy trait. If you want to move to modern weapons or sci-fi weapons there are stats for them too. 'The loud thunder of firing blackpowder guns, the choking smoke, billowing over the battlefield and the satisfaction of seeing your opponents go down after being pierced by balls of lead.what an invention.' Rakor Ironhide, leader of the Bloodied Shields Though the DMG contains rules for a. So I built an entire Gunslinger class for D&D 5th edition a few months ago (which can be found here: Gunslinger 5e Class), and last week there was a Dungeon Master’s Guide release for firearms & alien technology. I didn’t want to modify what I had done before, but instead use the Rules As. 5e Firearms in 5e? It is in the DMG, pg. 268, basically the pistol is a one-handed light crossbow with a single step up on the damage dice, a musket is a heavy.
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.
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.
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Mac os high sierra download dmg. 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.
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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 |
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Back to Main Page → 5e → Variant Rules
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Dmg Guns 5e Download
Retrieved from 'https://dnd-wiki.org/w/index.php?title=Variant_Firearms_(5e_Variant_Rule)&oldid=319965'
Dmg Guns 5e Free
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 |