An alternative ruleset for firearms in 5th edition Dungeons and Dragons By Darth Loki

What are Fantastic Firearms?

In some fantasy settings, relatively modern firearms are not only present but exceedingly common, yet so are more conventional fantasy weapons such as swords and axes, which do not prove any less effective in combat.

For such settings, the more "realistic" rules for firearms present in the Dungeon Master's Guide are inadequate, as the stats for guns listed there prove much more powerful than the average longsword or warhammer. In addidion, these weapons are treated as exceedingly rare and valuable, requiring martial training to use. In such worlds where firearms are commonplace but fail to totally outstrip older weapons, the rules presented below can be used.

Additional Class Proficiencies

In addition to the proficiencies listed in the Player's Handbook, characters gain the following proficiencies.

If a class grants proficiency with all simple weapons or all martial weapons, that class has proficiency with all weapons of that type listed in this document.

Bards and Rogues are proficient in carbines, gunblades, and revolvers.

and are proficient in carbines, gunblades, and revolvers. Sorcerers and Wizards are proficient in pepperguns and shotguns.

and are proficient in pepperguns and shotguns. At the DM's discretion, Druids may be unable to use firearms much like they cannot use metal armor or shields.

Starting Equipment

When choosing starting equipment, players may substitute certain equipment options for comparable firearms.

A light crossbow and 20 bolts may be substituted for a shotgun and 20 slug shells.

A longbow and 20 arrows may be substituted for a carbine and 20 rifle bullets.

A shortbow and 20 arrows may be substituted for a pocket pistol and 20 pistol bullets.

Weapon Properties

In addition to the properties listed in the Player's Handbook, the weapons in this document have the following new properties.

Firearm. A weapon with the firearm property detonates some form of alchemical compound to propel a projectile at high speeds. When you make a ranged attack with this weapon it makes a loud, distinct noise which can be heard up to 500 feet away, and you have disadvantage on hearing-based checks until the start of your next turn.

In addition, unless otherwise stated, ammunition used by a weapon with the firearm property is destroyed after use, regarless if the attack hits or not.

Hybrid. A weapon with the hybrid property can also be used to make ranged attacks. A damage value is listed in parentheses next to the property- the damage dealt by making a ranged attack with the weapon. This weapon is considered a ranged weapon when making attacks using this property.

The finesse and versatile properties cannot be applied to ranged attacks made with this property, and the ammunition property only applies to ranged weapon attacks made with this weapon.

Reload. A weapon with the reload property can store multiple pieces of ammunition within itself, allowing the weapon to be fired multiple times before reloading. The number listed in parentheses next to this property is how many pieces of ammunition can be loaded into the weapon at once.

Loading a weapon with this property is a bonus action, and requires a free hand as usual.

Repeating A weapon with the repeating property can perform ranged attacks at an incredibly high rate of fire. You may only add half of your proficiency bonus to attacks made using this weapon. When you use the attack action on your turn to make an attack with this weapon, you may make one additional attack with this weapon as part of your attack action.

Special Weapons

Weapons with special rules are described here

Axe, Shot. When you make a ranged attack with a shot axe outside its normal range, the attack deals 1d4 piercing damage on a hit.

Bayonet. You can use an action to attach a bayonet to the end of a two-handed crossbow or firearm. While wielding a bayonetted weapon, you may make attacks with the bayonet, dealing 1d6 piercing damage in place of the bayonet's normal damage.

Peppergun. You cannot make attacks with a peppergun outside its normal range.

Shotgun. When you make a ranged attack with a shotgun outside its normal range, the attack deals 1d4 piercing damage on a hit.

Knife, Ballistic. You cannot make melee attacks with a ballistic knife that isn't loaded.

Crank Gun. Reloading a crank gun requires an action.

Rifle, Long. You have disadvantage when you use a long rifle to attack a target within 10 feet of you.