In some settings, especially those with artificers or higher technological levels, Firearms can be found. Firearms are often rare, volatile, and expensive, but they have the potential to be more deadly than any other form of weapon. Firearms are neither simple nor martial weapons, and require separate proficiency. All firearms are unable to function while wet, and produce a noise audible within 300ft when fired. Also, all firearms have the Finesse property, as strength can be used to control recoil and improve accuracy.

Basic Firearms All basic firearms have the Loading and Misfire properties. Due to their high Loading scores, it is often impractical to reload them mid-combat, making them better suited for a one-and-done style, where after being fired you switch them for another weapon. Weapon name Value Stat req. Damage + Type Weight Properties Blunderbuss 750 gp -- 2d8 Piercing 11 lb. Ammunition (15/50), Finesse, Loading (4), Two-Handed, Misfire (1), Special Flintlock Pistol 500 gp -- 1d10 Piercing 3 lb. Ammunition (100/400), Finesse, Loading (1), Concealed, Headshot, Misfire (1) Musket 1000 gp -- 3d4 Piercing 10 lb. Ammunition (150/700), Finesse, Loading (4), Two-Handed, Misfire (1), Headshot, Prone Fighting Blunderbuss: Attacking within the long range of this weapon does not impose disadvantage. Instead, you do not add your ability score modifier to the damage dealt and any creatures within 5 feet of the target of the attack are also are affected. Make one attack and damage roll to apply to all targets.

Advanced Firearms Advanced Firearms lack the misfire property, and have superior range to basic firearms. Most importantly, their quick reload times make them viable as primary weapons. These firearms are not recommended to be readily available to most low-level parties. Weapon name Value Stat req. Damage + Type Weight Properties Revolver 1750 gp -- 1d10 Piercing 3 lb. Ammunition (120/500), Finesse, Magazine (6), Loading (1) Rifle 2500 gp -- 3d4 Piercing 9 lb. Ammunition (400/1000), Finesse, Two-Handed, Prone Fighting, Headshot Shotgun 2000 gp -- 2d8 Piercing 11 lb. Ammunition (200/600), Finesse, Magazine (2), Loading (1), Two-Handed, Headshot, Special Shotgun: This weapon can either use Slugs or Buckshot as ammunition. When using Buckshot, this weapon loses the Headshot property, it's range instead becomes (20/60) and it gains the Special properties of the Blunderbuss.