Dnd 5e Firearms Dmg 5e - Firearms of the Realms. Smokepowder functions as Gunpowder does, as detailed on page 267 of the Dungeon Master's Guide, except as follows: Smokepowder is an Uncommon wondrous item, it explodes if set on fire, dropped, or otherwise handled roughly. 5e Dmg Firearms Rules. Variant Firearms. Firearms as presented in the Dungeon Master's Guide are very similar to other weapons; however, many believe that they should be entirely different so that they carry the true weight of their potential. This variant attempts to bring risk and reward back into pre-modern firearms.
DMG Firearm Rules 5e. On page 267 in the dungeon master guide there are rules for the use of firearms in 5e. One of my players is playing a swashbuckler from SCAG and is running somewhat low on bullets and gunpowder. My problem is that there is no info about how much powder the keg and horn contain, or how much gunpowder you need. Dmg Guns 5e Guide. Seeing as my next campaign is going to focus more on surface world skirmishes than dungeons, I want to include things like ballistas in the tactical mix. The 5e DMG provides rules for them, but they are honestly so perfunctory they need to be expanded on for actual play. Here's my version of a D&D relevant ballista.
Today I’d like to talk a little bit about firearms in your 5e game, I’m not going to have the firearms don’t belong in fantasy discussion, I want to focus primarily on modern 5e settings where firearms are appropriate.
Dmg 5e Firearms
The 5e Dungeon Master’s Guide gave us some sample firearms in the back to help us the same way the original AD&D DMG had rules for crossing over with Boot Hill. I have noticed that among the modern settings they all vary widely with how much damage they think a typical firearm does. This makes life interesting for a 3PP looking to write supplements of my own that players can use with these settings.
Of the settings selected the EN5ider firearms supplements Amazing Adventures and Carbon 2185 stick closest to the DMG.
Now Spy Game doesn’t change the melee and primitive weapons at all, so their reduced firearms damage probably doesn’t come from NPCs and monsters that are balanced differently than D&D. At the higher end, Shotguns and certain rifles do more damage than the DMG suggests, so the approach is inconsistent.
5e Dmg Firearms Rules
Ultramodern has a greatly reduced damage for modern firearms, but devotes a large page count to futuristic weapons which do the same or more than the DMG’s suggested amount. In this case the reduced damage probably IS there to prevent the futuristic weapons from escalating monsters into irrelevance. Ultramodern’s Plasma Sword does the same damage as a Longsword, the various Bayonets do the same as Daggers and Shortswords or Spears so again the firearms seem to be the only thing that were nerfed.
Amazing Adventures melee weapons do not deviate from D&D at all and the firearms are only a tiny bit less powerful. One should expect that D&D monsters would still present adequate challenges to the heroes in Amazing Adventures.
Carbon 2185 stays pretty close to the DMG damage, all pistols in Carbon 2185 use 9 or 10mm bullets, rifles use 5.56mm and .308 which should give me some basis for comparison but who knows what 200 years of propellant technology will do for us. Again as the Cyber reskin of D&D keeps to the same melee damage as ye olde swords so as not to disrupt the creature math. A mono-edge katana does the same damage as a longsword held one-handed, but it ignores resistance, the phase shift sword is exactly ye olde longsword. Their Alternate ammo types lower the die code of their firearms and d4s become 1 point so the decisions for the 21st century pistol to do 2d4 and only 2 points with special ammo is very conscious departure from the DMG’s Light Pistol doing 1d10 and becoming 1d8 with alternative ammo like Incendiary or Armor Piercing.
Based on the above I think my only real choice is to list any weapons books we write with separate tables for each system because they vary not only in damage, but also in their use of properties.
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Paul
Evilrobotgames at Gmail.com
Reload
The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire
Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive
Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Dmg 5e Firearms Map
Firearms
Dnd 5e Dmg Firearms
Dmg 5e Firearms Database
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Palm Pistol | 50 gp | 2 gp (20) | 1d8 piercing | 1 lb. | 40/160 | Light, reload 1, misfire 1 |
Pistol | 150 gp | 4 gp (20) | 1d10 piercing | 3 lb. | 60/240 | Reload 4, misfire 1 |
Musket | 300 gp | 5 gp (20) | 1d12 piercing | 10 lb. | 120/480 | Two-handed, reload 1, misfire 2 |
Pepperbox | 250 gp | 4 gp (20) | 1d10 piercing | 5 lb. | 80/320 | reload 6, misfire 2 |
Blunderbuss | 300 gp | 5 gp (5) | 2d8 piercing | 10 lb. | 15/60 | reload 1, misfire 2 |
Bad News | Crafted | 10 gp (5) | 2d12 piercing | 25 lb. | 200/800 | Two-handed, reload 1, misfire 3 |
Hand Mortar | Crafted | 10 gp (1) | 2d8 fire | 10 lb. | 30/600 | Reload 1, misfire 3, explosive |