5e Firearm Rules

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The document provides rules for incorporating firearms into a fantasy 5e setting, including different types of firearms, feats, subclasses, and magic items related to firearms.

Firearms described include pistols, rifles, scatterguns, handguns, revolvers, marksman rifles, sniper rifles, shotguns, mounted machine guns, and more.

Proficiency with firearms depends on the setting - in some settings no one is proficient, in others proficiency with bows/crossbows grants proficiency with similar firearms, and in others anyone proficient with martial weapons is proficient with firearms.

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5e Firearm Handbook

A
storm of steel and smoke fills the air as an
armor plated beast emerges. Bullets deflect off
its hide as it charges into the ranks. From the Antiquated Weapons. In a world with firearms, bows
other side of the field, the sergeant emerges, and crossbows still serve some utility.
commanding his men and directing their fire. As Silent Quality. As an optional rule, bows,
his soldiers coordinate to strike the beast all at crossbows, darts, slings, and blowguns gain the
once, a weak point is found, and a hail of bullets silent quality. Whenever you attack with a
brings the creature to its end. weapon using the silent quality on your turn,
A woman sits at a bar, enjoying a cigar, when several shady your position is not revealed.
men approach from behind. As they harass her, she gives them Poisons. Bullets and explosives cannot be
one last warning. Not taking no for the answer, each of the effectively laced with poisons. Bows, crossbows,
men begin to reach towards the pistols at their hips, but darts, and blowguns still retain this ability.
before they can unholster, she pulls out her firearm and
quickly dispaches each of them, using only a single bullet for
each. As she leaves, she ashes out her cigar on their remains. Proficiency
Navigating through the jungle, a lone warrior spots a small Whenever using these rules, think about firearms role and
camp of enemy soldiers, perhaps a platoon, camped in a presence in the world. Who would have access to such
clearing. He steps on a twig and a guard immediately looks weaponry? How common are they?
towards his direction, beginning to approach the undergrowth
to inspect. But before he spots the lone warrior, he sees the
shine of a heavy machine gun barrel. But it's too late. With a Extremely Rare. In these settings, firearms are either
bone chilling roar, the lone warrior holds down on the trigger secret or extremely rare technology. Very few if any
as a stream of hot lead shreds through man after man. They firearms exist and if they do, their creation might
return fire, swearing their bullets hit him. But the flow of steel involve forbidden or arcane knowledge. In these
never stops until there is but one man remaining. settings, no character gains proficiency in firearms.
Weapons are so rare, any creature attempting to use
Introduction one must make a DC 15 Intelligence check or fail to
figure out how the weapon functions. At DMs
The 5e Firearm Handbook is a document meant to facilitate discretion, the firearm might break or misfire. Once
play in settings where firearms are more prevalent than the a creature understands how it works, they can
medieval and renaissance era ranged weaponry depicted in spend downtime training with the weapon and
the Players Handbook. The document isn't just limited to gaining proficiency.
small arms, however. Within contains rules for grenades, Common. In these settings, firearms are prevalent
remote explosives, rocket propelled grenades, mounted enough that most creatures have a basic
machine guns, night vision scopes, and more. Additional understanding of how a firearm works. If a character
content includes five example subclasses--sergeant fighter, is proficient in light crossbows, shortbows, or hand
sniper rogue, guerilla barbarian, wild card sorcerer, and gun- crossbows, they are also proficient in pistols, rifles,
fu monk--intended for use with these rules. Feats and magic scatterguns, handguns, and revolvers. If a creature is
items have also been provided. proficient in longbows or heavy crossbows, they are
Careful attention has been made to make sure these proficient in all basic firearms and handguns,
options do not completely overshadow Players Handbook revolvers, marksman rifles, sniper rifles, and
options. Fantasy fulfillment, fun, and game balance have taken shotguns. A creature with proficiency in martial
precedent over realism in the design here. This is not meant weapons is proficient in all firearms.
to simulate the function of real life weapons, though certain
real-life aspects (such as effective range and weight) have
been taken into account.

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Basic Firearms
Weapon Cost Damage Weight Properties
Pistol 15 gp 1d6 piercing 5 lbs Ammunition (range 30/120), light, loading
Rifle 25 gp 1d10 piercing 10 lbs Ammunition (range 150/600), heavy, loading, two-handed
Scattergun 25 gp 2d4 piercing 10 lbs Ammunition (range 30/120), heavy, loading, scatter (2d6)

Advanced Firearms
Weapon Cost Damage Weight Properties
Handgun 15 gp 1d4 piercing 3 lbs Ammunition (range 30/120), light, reload 12
Revolver 25 gp 1d6 piercing 5 lbs Ammunition (range 40/160), light, reload 6
Marksman Rifle 55 gp 1d8 piercing 10 lbs Ammunition (range 150/600), heavy, reload 10, two-handed
1d10
Sniper Rifle 75 gp 15 lbs Ammunition (range 500/2000), heavy, reload 5, two-handed
piercing
Shotgun 45 gp 2d4 piercing 10 lbs Ammunition (range 30/120), heavy, reload 5, scatter (2d6), two-handed
Double Barrel Ammunition (range 30/120), heavy, reload 2, scatter (2d6), two-handed,
25 gp 2d4 piercing 8 lbs
Shotgun special
Machine Gun 50 gp 1d6 piercing 8 lbs Ammunition (range 100/400), heavy, reload 30, automatic 10, two-handed
SMG 50 gp 1d4 piercing 5 lbs Ammunition (range 60/240), reload 30, automatic 15, two-handed
100 Ammunition (range 150/600), heavy, reload 100, automatic 20, two-
Heavy MG 1d8 piercing 20 lbs
gp handed, special
100
Anti-Material RIfle 2d6 piercing 20 lbs Ammunition (range 500/2000), heavy, reload 5, two-handed, special
gp

Other Weapons
Weapon Cost Damage Weight Properties
1500 1d12 200 Ammunition(range 200/800),heavy, reload 1000, two-handed, automatic
Gatling Gun
gp piercing lbs 100, special
Flame Thrower 500 gp 2d4 fire 30 lbs Heavy, two-handed, reload 30, automatic 10, special
1000
Rocket Launcher - 20 lbs Heavy, two-handed, reload 1, special
gp
Frag Grenade 10 gp - 1 lbs Special
Flashbang 10 gp - 1 lbs Special
Smoke Grenade 10 gp - 1 lbs Special
Cryogenic
15 gp - 1 lbs Special
Grenade
Remote
30 gp - 2 lbs Special
Explosives
Grenade
100 gp - 12 lbs Special
Launcher
Taser 25 gp - 1 lbs Special
Stasis Trap 30 gp - 2 lbs Special

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Special Weapons
Variant Firearms. Some weapons are not fully Weapons with special rules are described here.
represented by the weapons table. It's easy to adjust Double Barrel Shotgun: Whenever you make an attack
weapons on the table to better represent real life with this weapon, you can choose to fire both barrels instead
firearms. For example, a fully automatic shotgun of just one. You expend two pieces of ammunition and can roll
might have the reload 15 quality and gain the the weapons damage dice one additional time and add it as
automatic 5 quality. Keep in mind that any weapon bonus damage.
that is stronger than what is represented on the Heavy MG: This weapon comes with a tri-pod to help
table should be more expensive, harder to find, or
given out as unique loot. In addition, if you make a
maintain accuracy and is difficult to handle when it's not
two-handed weapon one-handed, you should
mounted due to its weight and caliber. If your Strength score
significantly reduce its damage. A one-handed is 15 or lower and the weapon is not mounted, all attack rolls
shotgun, for example, would deal 1d6 damage and have disadvantage and creatures targeted by it's automatic
have the scatter (1d10) quality. attack have advantage on the saving throw.
Anti-Material Rifle: This weapon comes with a tri-pod to
help maintain accuracy and is difficult to handle when it's not
mounted due to its weight and caliber. If your Strength score
Weapon Properties is 15 or lower and the weapon is not mounted, your attack
To emulate the abilities of firearms, the following properties rolls with this weapon have disadvantage. In addition, the
have been added. weapon deals double damage to objects and bypasses the
damage resistances of constructs.
Scatter Gatling Gun: If your Strength score is below 20, this
Whenever you hit with an attack against a creature within the weapon must be mounted in order for it to be fired. When it is
first range increment of this weapon, you can roll the damage fired, it can only make automatic attacks. Each automatic
dice in the parenthesis instead of the normal damage dice. attack uses 100 pieces of ammunition and covers a 15 ft cube.
Flame Thrower: This weapon spews forth flame. When it
Reload is fired, you can only make automatic attacks. Whenever you
This number indicates how many pieces of ammunition can make an automatic attack, it instead targets creatures in a 20
be held in the weapon at a time. Whenever you expend all the ft cone.
ammunition loaded into the weapon, you must take an action Rocket Launcher: This weapon fires a single high-powered
to reload the weapon before making another attack. You don't explosive projectile. If the rocket launcher is loaded, you can
have to reload the same amount of ammunition each time. For fire it as an action. Choose a point that you can see within 300
example, if your weapon has the reload 10 property and you ft. Each creature in a 15 ft. radius sphere must make a DC 15
expend all 10 pieces of ammunition, you can take an action to Dexterity saving throw or take 4d4 thunder damage and 4d4
load only 5 pieces of ammunition. Likewise, you can reload piercing or half as much on a success.
before expending all of your ammunition. Remote Explosives. As an action, you can set this
explosive at a point within reach. You can set it on ceilings and
Automatic walls and it will cling to the surface. Whenever you set it, you
This weapon can fire in rapid bursts, unleashing a barrage of can choose automatic, manual, or timed. On automatic, the
projectiles. Whenever you take the attack action, you can explosive goes off whenever a creature other than you walks
expend an amount of ammunition equal to the number within 5 feet of it or ends their turn there. On manual, you can
indicated. If you do not have the ammunition loaded into the use an action to activate it with the provided switch so long as
weapon the attack fails. Choose a 10-ft-square cube area you are within 500 feet. On timed, you set a specific time for
within your weapons range. Each creature in that square must the explosive to go off. A DC 10 Perception check spots the
make a Dexterity saving throw, the DC of which is equal to 8 + bomb. If the bomb is on automatic and the creature is aware
your proficiency + your Dexterity modifier. A creature takes of the bomb, it can make a DC 15 Acrobatics check to avoid
damage equal to your attacks normal damage on a failed save setting it off. It takes a DC 15 Thieves' Tools check to disarm
or no damage on a successful save. A creature has advantage the bomb harmlessly. On a failed check, the bomb goes off.
on the saving throw if they're in the weapons second range Whenever the bomb goes off, each creature in a 10 foot
increment, unless you have a feature which bypasses the radius of the bomb must a DC 15 Dexterity saving throw,
penalty for attacking within the second range increment. taking 4d4 thunder and 4d4 piercing damage on a failed save
The damage for your automatic attack can increase. If you or half as much on a success.
gain the Extra Attack feature (or the Thirsting Blade
invocation), your automatic attacks damage increases by one
weapon die. This also applies to the Fighters extra attacks
that are granted at 11th level and 20th level.
If you gain a bonus to your attack rolls, such as from a
magic weapon or from the Archery fighting style, you add that
to your save DC. The exception is attack bonuses that require
a dice roll, such as the bless spell or superiority dice.

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Stasis Trap. As an action, you can set this trap at a point Silver Bullets
within reach. You can set it on ceilings and walls and it will Because of how much easier it is to make silver bullets
cling to the surface. Whenever you set it, you can choose compared to making silvered arrows and bolts, it only costs
automatic, manual, or timed. On automatic, the trap goes off 50 gp to silver 10 pieces of firearm ammunition.
whenever a creature other than you walks within 5 feet of it or
ends their turn there. On manual, you can use an action to Silvered Explosives
activate it with the provided switch so long as you are within Special made silver dust grenades and RPGs quadruple in
500 feet. On timed, you set a specific time for the trap to go price. Creatures who are vulnerable to silver have their
off. A DC 10 Perception check spots the trap. If the trap is on resistance to non-magical and non-silvered weapons removed
automatic and the creature is aware of the bomb, it can make for 1 minute when they take any of the damage from a silvered
a DC 15 Acrobatics check to avoid setting it off. It takes a DC explosive.
15 Thieves' Tools check to disarm the bomb harmlessly. On a
failed check, the bomb goes off. Firearm Ammunition
Whenever the trap goes off, each creature in a 10 foot Item Cost Weight
radius of the bomb must a DC 15 Constitution saving throw.
On a failed save, a creature is stunned for 1 minute. On a Musket Ball (15) 5 sp 1 lbs
success, a creature suffers no ill effect. A creature can repeat Pistol Round (20) 1 gp 1/4 lbs
its saving throw at the end of each of its turns after, ending the
effect on a success. Shotgun Shell (12) 1 gp 1 lbs
Frag Grenade: As an action, you can pull the pin and throw Rifle Round (20) 1 gp 1 lbs
the grenade. Choose a point within 60 ft. that you can throw
the grenade. Each creature in a 5 ft radius sphere originating Sniper Round (10) 5 gp 1 lbs
from that point must make a DC 15 Dexterity saving throw or Rocket Propelled Grenade 15 gp 2 lbs
take 2d4 thunder damage and 2d4 piercing, or half as much
on a success. Flamethrower Fuel (30) 10 gp 5 lbs
Flashbang: As an action, you can pull the pin and throw the
grenade. Choose a point within 60 ft. that you can throw the Firearms Equipment
grenade. Each creature in a 10 ft radius of that point must Item Cost Weight
make a DC 15 Constituion saving throw. On a failed save, the Powder Horn 2gp 1lbs
creature is blinded and deafened until the end of its next turn.
On a successful save, the creature suffers no ill effect. Weapon Repair Kit 4 gp 4 lbs
Smoke Grenade As an action, you can pull the pin and Tri-pod 5 gp 1 lbs
throw the grenade. A 10-ft-square cube within 60 ft of you is
filled with thick smoke, causing creatures and objects inside it Scope 5 sp 1/4 lbs
to be heavily obscured. The smoke spreads around corners. Magazine 1 sp 1/4 lbs
The smoke lasts for 1 minute or until a wind of moderate or
heavy speed(at least 10 miles per hour) disperses it. Magazine Pouch 5 sp 1/4 lbs
Cryogenic Grenade. As an action, you can throw this Night Vision Scope 100 gp 1 lbs
grenade. A 10-ft-square radius within 60 ft explodes in frost.
Each creature in the radius must make a DC 15 Dexterity Mounted Flashlight 10 gp 1 lbs
saving throw or take 1d6 cold damage and have their speed Silencer 20 gp 1 lbs
reduced by half until the end of your next turn. On a
successful save, a creature takes half damage and isn't slowed. Powder Horn: This holds up to one pound worth of
Grenade Launcher. You can use a grenade launcher to fire gunpowder for loading flintlock firearms.
any type of standard grenade. When you do so, the range Weapon Repair Kit: Comes with all the standard
increases to 120 ft. equipment needed for cleaning, maintaining, and repairing
Taser. You can use a taser to try and disable a creature. As modern firearms, including a rag, gun oil, and an assortment
an action, make an attack against a creature within 15 feet. of minor replacement parts. Gives advantage on checks made
On a hit, a creature takes 1 lightning damage and must make to maintain or repair weapons.
a a DC 15 Constitution saving throw. A creature has Tri-pod: Allows the user to balance their weapon. It takes
advantage on this saving throw if they're wearing armor or an action to mount or dismount a tri-pod. When mounted, a
thick clothing. On a failed save, a creature falls prone and is creature using the firearm cannot move ignores the
stunned for 1 minute. A creature can repeat its saving throw disadvantage granted by attacking a target within the weapons
at the end of each of its turns after, ending the effect on a second range increment.
success. Undead and constructs are immune to this effect. Scope: Various scopes and sights allow for improved short
and/or long range firing.
Magazine: Most modern firearms are magazine fed, the
magazine being responsible for holding the ammunition. At
DMs discretion, increased magazine sizes for weapons may
be purchased.
Magazine Pouch: Magazine pouches allow for several
magazines to be held ready for reload at a moments notice.
Can hold up to 5 magazines.

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Night Vision Scope: An advanced type of scope that allows Guerilla Warfare
the user to see in the dark. You do not suffer disadvantage on
attacks roll for attacking into darkness. Mastering the art of ambush, know how to take advantage of
your enemies in a firefight. You gain the following benefits:
Mounted Flashlight: A mounted flashlight that sheds bright
light in a 60 ft cone and dim light for another 60 ft. You gain proficiency in Stealth if you don't already have it.
If you are already proficient you instead gain expertise.
Silencer: A silencer can be equipped onto certain weapons to Whenever you make an Automatic Attack out of hiding,
prevent the chance of the firearm from being heard. Attacking enemies have disadvantage on the saving throw.
while using a silencer does not immediately reveal your Whenever you reduce a creature to 0 hit points on your
position to creatures further than 100 ft away from you if you turn, you can immediately use your bonus action to
attacked while hidden. attempt to hide before the end of your turn.
Feats Demolitions Expert
You gain a mastery of all things explosive. You gain the
Gunslinger following benefits:
You're quick on the draw and deadly accurate with a handgun. Whenever you roll damage for a grenade, remote
You gain the following benefits: explosive, rocket launcher, or other similar explosives, you
You can reload a pistol or revolver as a bonus action can choose to reroll the damage but you must take the
instead of an action. second result.
Being within 5 feet of a hostile creature no longer imposes You can add your proficiency to any check made to disarm
disadvantage on your ranged attack rolls. explosives and you do so with advantage.
Whenever you use the attack action and attack with a one- Whenever you make a Dexterity saving throw to avoid the
handed weapon, you can use a bonus action to attack with damage of a grenade, remote explosive, or rocket launcher,
a one-handed firearm you are holding. you can use your reaction to drop prone, giving yourself
advantage on the save.
Heavy Gunner
You're at home behind the hot barrel of a machine gun and
gain the following benefits:
Whenever a creature succeeds their saving throw against
your Automatic Attacks, they take half damage instead of
no damage.
The Strength requirement to use the Heavy MG and
Gatling Gun unmounted is reduced to 13 and 18
respectively.
Soldier
Having trained with firearms, you gain the following benefits:
You gain proficiency in three firearms of your choice.
You can reload any firearm that lacks the special quality as
a bonus action instead of an action.
Whenever you miss a ranged attack, you can roll 1d10 and
add it as a bonus to your attack roll. If the attack would
then hit, then you add that same bonus to the damage roll.
You regain use of this feature after a short or long rest.

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Class Options
Fighter Rogue
Sergeant Sniper
A good soldier is hard to find. A good leader is even harder. Using distance to their advantage, the Sniper prefers to take
The Sergeant takes his group of soldiers and makens them their targets out silently and from far away, using precision
better than they could be on their own. aim.
Bonus Proficiency Bonus Proficiencies
Beginning at 3rd level, you gain proficiency in all firearms if You gain proficiency in two of the following weapons of your
you're not already proficient. choice: heavy crossbows, rifles, sniper rifles, marksman rifles,
Focus Fire or anti-material rifles.
Starting at 3rd level, you're adept at directing your allies Snipe
toward a target. As a bonus action, you can designate a Beginning at 3rd level, you're adept at attacking from a range.
creature or object within 60 ft as the target of Focus Fire. Attacking within the second range increment of your weapon
Each friendly creature within 30 ft of you who can hear you no longer gives you disadvantage on attack rolls. In addition,
and see that target gets to roll a 1d4 and add it as a bonus to whenever you hit a creature with an attack and the target is in
their first attack and damage roll against that target until the the second range increment of your weapon, the attack is a
start of your next turn. You can use this feature 3 times. You sneak attack so long as you do not have disadvantage.
regain all uses at the end of long rest.
Keen Eye and Mind
Commanding March Beginning at 9th level, you have a sharp eye for detail. You can
Beginning at 7th level, you're adept at pushing your soldiers to add your Intelligence modifier to Perception checks and your
their limits. When traveling by land, you and up to six Wisdom modifier to Investigation checks.
creatures of your choice have advantage on Constitution
saving throws made to avoid levels of exhaustion gained from Hidden Scope
a forced march. Beginning at 13th level, attacks from stealth no longer
Improved Focus Fire
immediately reveal your location.
Beginning at 10th level, the die for your Focus Fire increases Headshot
to a d6. In addition, your allies don't have to be able to see the Beginning at 17th level, whenever you score a critical hit with
target in order the gain the bonus. a ranged weapon and the attack is a sneak attack, you can
Battle Stamina maximize your sneak attacks damage dice.
Beginning at 15th level, whenever you use your Second Wind
feature, you can choose up to 6 creatures within 30 ft of you. Barbarian
Those creature regain the same amount of hit points as you
do. Path of the Guerilla
Masters at the art of ambush and relentless warfare, Guerilla
War Master Barbarians are at home with their fingers holding down the
Beginning at 18th level, the die for your Focus Fire increases trigger and a gun right at their hip.
again to 1d8.
In addition, whenever an ally within 30 ft of you fails a Bonus Proficiencies
saving throw, you can use your reaction and a use of your You gain proficiency in all firearms.
Indominable feature in order to allow that ally to reroll that
save. Guerilla Warfare
Beginning at 3rd level, you can add your Rage damage bonus
to the damage dealt by ranged weapon attacks and Automatic
Attacks. In addition, you can use your Reckless Attack class
feature to impose disadvantage on saving throws against
Automatic Attacks you make this turn.

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Secret Raids
Beginning at 6th level, you gain proficiency in Stealth if you Monk
don't already have it. In addition, if you activate your rage on Way of Gun-fu
your first turn of combat, your speed increases by 15 ft until
the end of your turn. Way of the Gun-fu monks are those who have adapted or
abandoned their traditions in order to learn how to operate
Just Another Target firearms, using their training and martial focus to channel
Beginning at 10th level, targets who fail their saving throw their ki into their weapons. Many use a mix of martial arts and
against your automatic attack has disadvantage on attack rolls gunplay to defeat their opponents.
against targets other than you.
Path of Gun-fu
Confirmed Kills Beginning at 3rd level, you learn the ways of Gun-fu. You gain
Beginning at 14th level, whenever a creature fails a saving the following benefits:
throw against your automatic attack, you can use your Gun-fu. You gain proficiency in all firearms that lack the
reaction to make a single ranged attack against that target. heavy and special qualities. These weapons are considered
monk weapons for you.
Sorcerer Close-Quarters Shooter. Being within 5-feet of an enemy
no longer imposes disadvantage on ranged attacks with your
Wild Card monk weapons. In addition, if you hit a creature with an
unarmed attack, your next attack with a firearm against that
The Wild Card is a sorcerer who can channel their magical creature has advantage.
energies into the firearms they wield, able to manipulate the Rapid-Shot. Immediately after you take the attack action,
trajectory of their bullets through sheer magic power alone. you can spend 1 ki point as a bonus action to make an attack
Bonus Proficiencies with a firearm you are holding.
Beginning at 1st level, you gain proficiency in pistols, One With the Gun
handguns, and revolvers. You can use a firearm you're At 6th level, you extend your ki into the firearms you wield. You
proficient in as an arcane focus. gain the following benefits.
Wild Shot Ki-Infused Gun. Your attacks with firearms are considered
Beginning at 1st level , you can infuse your shots with arcane magical for the purposes of overcoming resistance and
energies. As an action, you can expend a spell slot and make a immunity to nonmagical attacks.
ranged weapon attack with a weapon you are holding against Flanking Shot. You can spend 1 ki point to ignore the 3/4th
a creature within range. You gain a bonus to attack and and half-cover on ranged attack until the end of your turn.
damage rolls against that target, starting at 1d4 for a 1st level Improved Rapid Shot.
spell slot and increasing by 1d4 for each slot level above that, At 11th level, whenever you use your Rapid-Shot feature, you
to a maximum of 5d4. The bonus damage is force. can spend 2 ki points to instead make two attacks with a
Curved Bullet firearm you are holding and proficient in.
At 6th level, your attacks with firearms curve to attack your Flurry of Shots
enemies in midair. Attacks you make with firearms you're At 17th level, as an action, you can target each creature you
proficient in ignore half and three-quarters cover. You can also can see within your weapons first range increment. Spend a
spend 1 sorcery point to attack a creature behind full cover if number of ki points equal to the number of creatures you
you know where they are at. Your attack need not follow a target, up to a maximum of 10. You can make a single ranged
straight line and it can curve around objects and walls, but weapon attack with a firearm you are holding against each
there must be a path between you and your target. target.
Blast-Back
At 14th level, whenever you use your Wild Shot feature, you Warlock Invocations
can teleport up to 15 ft to a space you can see.
Improved Pact Weapon
Two-For-One Whenever you gain the improved pact weapon invocation, you
At 18th level, whenever you use your Wild Shot feature and hit can choose any firearm to be a weapon you can summon as
a creature with it, you can choose a different creature within your pact weapon.
30 ft of the one you hit. You can make another attack against
that creature and use your Wild Card feature again,
expending another spell slot. Once you use this feature, you
can't use it again until you finish a short or long rest.

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Texas Thunder
Magic Items Shotgun, Very Rare
Laser Firearm You have a +2 bonus to attack and damage rolls with this
Generic Variant, Very Rare weapon
This weapon fires specialized laser cartridges instead of If this weapon is loaded, as an action you can expend a
traditional projectile weaponry. Ammunition costs twice as piece of ammunition unleash a powerful thunderous wave out
much as normal for this weapon but it deals radiant damage of the weapons barrel. Each creature in a 60 ft cone must
instead of the damage normal for this weapon. make a DC 16 Strength saving throw. On a failed save, a
creature takes 4d6 thunder damage and is knocked back 10
Plasma Firearm feet and lands prone if it's large or smaller. On a successful
Generic Variant, Common save, a creature takes half damage and isn't knocked back. In
This weapon fires specialized plasma cartridges instead of addition, creatures within 15 feet of you have disadvantage on
traditional projectile weaponry. Ammunition costs twice as the saving throw and take 10 additional thunder damage and
much as normal for this weapon but it deals fire damage are deafened on a failed saving throw. You regain use of this
instead of the damage normal for this weapon. feature if you spend at least 30 minutes maintaining the
weapon.
Cryogenic Firearm
Generic Variant, Uncommon Lightningbolt
This weapon fires specialized cryogenic cartridges instead Sniper Rifle, Very Rare, Attunement
of traditional projectile weaponry. Ammunition costs twice as You have a +2 bonus to attack and damage rolls with this
much as normal for this weapon but it deals cold damage weapon.
instead of the damage normal for this weapon. While attuned, your land speed increases by 10 feet.
If this weapon is loaded, as an action you can expend a
Radioactive Firearm piece of ammunition to fire a ricocheting shot charged with
Generic Variant, Rare electrical energy. Make a ranged weapon attack against a
This weapon fires specialized radioactive cartridges instead creature or object within range. If that attack hits, you can
of traditional projectile weaponry. Ammunition costs twice as repeat the same attack against another creature or object
much as normal for this weapon but it deals necrotic damage within 30 ft of the initial target. You can repeat this additional
instead of the damage normal for this weapon. attack until either you miss or the total number of creatures
attacked reaches 5. A creature cannot be targeted by a
Endless Magazine ricochet attack more than once. Each creature you hit takes
Wonderous Item, Rare the weapons normal damage plus 1d6 additional lightning
This magazine magically adapts to fit into any firearm. As damage. If you strike an object before ricocheting towards a
long as one piece of the correct ammunition is provided for creature, you gain advantage on the attack roll. You regain use
the weapon this magazine is loaded in, the magazine of this feature if you spend at least 30 minutes maintaining
magically provides an unlimited supply of non-magical the weapon.
ammunition. The weapon loses the reload property while the Shifting Serpent
magazine is in it. This item has no effect on weapons with the
loading property. Revolver, Very Rare, Attunement
You have a +1 bonus to attack and damage rolls with this
Heaven's Penned Letter weapon.
Ammunition, Very Rare As an action, you can fan the hammer and unleash all
This enchanted bullet is engraved with the name of a rounds left in this weapon. You can make one attack with this
specific person, designed to bring death to them. Whenever weapon for each bullet left in the cylinder, but all attacks after
the bullet is created, a specific character is chosen. When fired the first have disadvantage. You regain use of this ability at the
at the target, the attack roll has advantage and bypasses any next dawn.
and all resistances or immunity to the damage dealt by the While attuned, this weapon allows it's user to move and
attack. On a hit, the target must make a DC 20 Charisma dodge with each attack. This weapon has 6 charges.
saving throw or take 10d10 additional force damage or half as Whenever you make an attack with this weapon, you can
much on a success as the bullet pierces through the targets expend a charge (no action required) and immediately move
soul. 10 feet without provoking opportunity attacks. You regain a
The bullet has no effect if a persons nickname or alias is charge whenever you score a critical hit with this weapon,
engraved on it. It also does not work on the undead or make a killing blow with this weapon, or use it's first ability
constructs. If the name of the bullet does not match the and fan the hammer. You regain all expended charges at
person shot, the projectile passes harmlessly through the dawn.
target.

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