This document is designed to improve on the current rules for firearms in D&D 5e. Rather than them just being more powerful bows with a few drawbacks, this document aims to make them more unique. Using this document a player or DM should be able to create any type of firearm (within reason) for use in their campaign. However, all the ideas in this document are just that, ideas. If you wish to invent a new weapon, or a modification, or ammo type which is not included here, do so! This is merely a set of guidelines for you to use.

Terminology

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 count as ranged weapons.

Platforms are the basic weapons to which the Augments are added. There are four basic Platforms: Small Caliber, Large Caliber, Shot and Grenade Launcher. The Properties which can be altered by the Augments are:

Light - A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

- A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Explosive (XdY) - Upon a successful hit, everything within 5 feet of the target, and the target, must make a Dexterity Saving Throw against your Munitions Save DC (Calculated in the Ammunition section) or take XdY Fire damage. On a miss the ammunition fails to detonate or bounces away harmlessly.

- Upon a successful hit, everything within 5 feet of the target, and the target, must make a Dexterity Saving Throw against your Munitions Save DC (Calculated in the Ammunition section) or take XdY Fire damage. On a miss the ammunition fails to detonate or bounces away harmlessly. Misfire (X) - Rolling X or lower on an attack roll causes the weapon to jam and the attack to miss. The weapon cannot be used until the jam is cleared as an action (Tinker's tools check of DC = 8 + X). If this fails the weapon is broken and must be repaired out of combat for half the cost of the weapon.

- Rolling X or lower on an attack roll causes the weapon to jam and the attack to miss. The weapon cannot be used until the jam is cleared as an action (Tinker's tools check of DC = 8 + X). If this fails the weapon is broken and must be repaired out of combat for half the cost of the weapon. Range (X/Y) - The Weapon can be used to make ranged attacks. X is the weapons normal range and Y is the weapons long range. Attacking beyond the normal range imposes disadvantage on the attack and the weapon cannot attack passed the long range.

- The Weapon can be used to make ranged attacks. X is the weapons normal range and Y is the weapons long range. Attacking beyond the normal range imposes disadvantage on the attack and the weapon cannot attack passed the long range. Reload (X) - X is the number of attacks that can be made with the weapon before it must be reloaded as an action or bonus action. If using Two-Weapon Fighting each weapon requires an action or a bonus to reload.

- X is the number of attacks that can be made with the weapon before it must be reloaded as an action or bonus action. If using Two-Weapon Fighting each weapon requires an action or a bonus to reload. Two-Handed - This weapon requires two hands when you Attack with it