Feat Balance and Damage

Damage

I have made have raised the gun damage to fairly high amount for two reasons.

1. Gun are more than likely new to the world you envision if you use this list below it will be very rare to come across guns with any form of magical properties apart from the more basic enchantments. So it is rather unlikely (depending on the campaign) that they will find many +3 lightning guns.

2. I feel the 5e is to easy and combat lacks the speed and extremely quick violence that would be introduced to the world once guns have been included. I am sorry crossbow and Bow lovers but there is a reason they were mostly left in the dust by the advent of guns.

If you feel the damage is still to high and would like a more carefree game or that i doesnt match the stats you would like i would recommend reducing all damage down by 2 so if its a 1d12 it would be 1d10. (Feel free to mess around all the stats to suit your needs.)



Feat Balance

I also have a recommended rebalance for the feats and dual wielding

Sharp Shooter: Remove the ability to ignore effective range cap so sharpshooter still has disadvantage on normal weapons when shooting Apart from when a weapon has a Scope eqiupped "example: A gun has 50/100 range you still get disadvantage on the effective range above 50." I would also reduce the ability for the feat to ignore 3/4's cover only allowing for half cover to be ignored.

Cross bow expert (Hand gun expert): same effects as crossbow expert but remove the ability to reload the weapon faster and apply the Fanned hammer attachment without it taking a slot.

Dual wielding: any one handed weapons that are dual wielded reduce the hit chance by **-5.