If you think that the current options for firearms are lacking or not versatile enough for the character you wish to make, this document could assist you in using firearms that are more diverse than the standard options.
Not all firearms use the same ammunition. While many use bullets as ammunition, some use shells. Shells can't be used to load firearms that use bullets, and likewise, you can't load bullets into firearms that use shells. The Capacity column of the table represents how much ammunition you can have in the weapon at once; firing the weapon reduces the amount of ammunition in the firearm by 1. A firearm can't be fired unless it has ammunition in it. Reloading the weapon restores the firearm to its maximum capacity, as long as you have enough ammunition.Firearms
Firearm List
Name
Damage
Properties
Ammunition
Capacity
Range
Recoil
Assault Rifle
1d6 piercing
Rapid-Fire
Bullets
20
45/90 ft
10
Cannon
3d10 bludgeoning
Heavy, Loading, Special, Two-Handed, Volatile
Gigantic Balls (tm)
1
30/60 ft
15
Combat Shotgun
2d6 slashing
Close-Range
Shells
8
20/30 ft
12
Chaingun
1d4 piercing
Heavy, Special, Two-Handed
Bullets
50
30/45 ft
14
Double Barreled Shotgun
3d8 slashing
Close-Range, Fast Reload, Special
Shells
2
15 ft
14
Handgun
1d6 piercing
Fast Reload, Light, Pistol
Bullets
12
45/90 ft
10
Light Machine Gun
1d6 piercing
Rapid-Fire
Bullets
30
30/90 ft
13
Mousegun
1d4 piercing
Light, Pistol, Silent
Bullets
2
30/45 ft
6
Revolver
3d4 piercing
Fan The Hammer, Pistol
Bullets
6
30/60 ft.
12
Sniper Rifle
2d10 piercing
Silent, Special, Two-Handed, Volatile
Bullets
1
30/120 ft
12
Sub-Machine Gun
1d4 piercing
Light, Rapid-Fire
Bullets
30
30\60 ft.
8
Firearm Ammunition
Recoil
Many firearms jostle about in uncomfortable ways due to the internal mechanisms or discharge made when being fired. If your Strength score is lower than the recoil value for the firearm, you have a -1 penalty to all attacks you make with this weapon.
Firearm Properties
All firearms have the ammunition property by default.
ADS. This firearm has specially made sightlines to better line up your shots. When you make an attack with this firearm, you can expend 15 feet of movement to take a firing stance and ignore disadvantage caused by using the weapon's long range.
Close-Range. This firearm is built to be used up close and personal, making agility needless. You can use Strength, instead of Dexterity, for this weapon's attack and damage rolls. All close-range firearms also have the pistol property innately.
Fan The Hammer. You can use your action to make one attack with the firearm against any number of creatures you can see in the weapon's range, up to the weapon's current capacity.
Fast Reload. If you reduce this weapon's capacity to 0 as part of your action, you can immediately reload the firearm with no action cost.
Pistol. This firearm is small enough to be easily used in tight constraints. You don't suffer disadvantage from making attacks against nearby targets with this weapon.
Rapid-Fire. When you take the Attack action against targets that are within at least half the weapon's standard range, you can make an additional attack as part of that action.
Silent. If you make an attack with this firearm while hidden or invisible, you don't become revealed from the attack.
Volatile. This gun is made to be used by lesser trained individuals who lack the physical prowess to properly use a firearm effectively. You don't add any ability score modifiers to the damage dealt by this firearm.
Special Weapons
Cannnon. The cannon uses special ammunition that doesn't benefit from any special properties. To create this ammunition, at least 10 lbs of metal must be forged into a ball, which requires 8 Ammo Points (see below) in addition to the materials.
Chaingun. Whenever you use your action to make an attack with this weapon, the weapon gains one stack of Heat Up, allowing you to make an additional attack upon attacking with this weapon on your next turn. If you don't make an attack using your action, then the amount of Heat Up stacks becomes 0. Each additional damage dice consumes 1 ammunition each. You can make a maximum of 5 additional attacks with this weapon.
Double-Barreled Shotgun. When you make an attack roll with this weapon, you make a single attack roll against all creatures between you and the target, as well as the target.
Sniper Rifle. While not using the ADS property, you have disadvantage on attacks with this firearm.
"The Drifter" by Alexander Nanitchkov "Gunslinger: Dreadbound" by T.J. Geisen "Gunner" by Jang Tae-Hwan "Gecko Gunner" by Matt Tonks
Art Credit
Reloading Your Firearm
When you attempt to reload your firearm, the number of attacks you can use can affect how you reload your firearm.
If you have an ability, such as Extra Attack or Flurry of Blows, that allows you to make additional attacks, you can sacrifice one of your attacks to fully reload the firearm.
Otherwise, you can use your action or bonus action to reload the firearm, as per the firearm rules presented in the Dungeon Master's Guide.
Alternatively, you can attempt to reload the firearm quickly, without expending an attack or action. You must make a Dexterity (Sleight of Hand) check, with the DC equal to the firearm's Recoil value plus 4. On a success, the firearm is reloaded successfully and can be used immediately with no downside. On a fail, the firearm stalls and cannot be used until you use an action to perform hasty repairs. Until you finish a short or long rest, the firearm's Recoil score increases by 2.
Regardless of how you reload your firearm, you always need at least one free hand to do so.
Creating Ammunition
While ammunition can be easy to come by in some settings, many others require ammunition to be manually created in order to use your firearms.
Ammunition requires time (measured in hours) and money (measured in gp) in order to be created.
You must spend a minimum of 1 hour making ammunition, but cannot be done during a short rest due to the concentration and attention required.
At the end of each hour you spend making ammunition, make an Intelligence check. For every 2gp worth of resources while you make the ammunition (a minimum of 10gp), you gain a +1 bonus to the check's total. If you are proficient with both smith's tools and alchemist's tools, you can add your proficiency bonus to the Intelligence check.
You gain an amount of Ammo Points equal to the check's total, and can spend them using the below table.
| Ammunition | Ammo Point Cost |
|---|---|
| Bullet | 1 Ammo Point |
| Shell | 2 Ammo Points |
| Antimagic Round | +3 Ammo Points |
| Homing Round | 5 Ammo Points |
| Holy Rounds | +3 Ammo Points |
| Precision Round | 3 Ammo Points |
| Riccochet Round | 3 Ammo Points |
| Silver Round | +3 Ammo Points |
| Stealth Round | 3 Ammo Points |
| Tracker Round | +1 Ammo Points |
Special Ammunition
While standard ammo can be useful, sometimes a situation comes up where something more specialized is required. Making special ammunition requires a certain amount of Ammo Points to create. Additionally, some require additional resources or only come in shells or bullets, meaning only some specific firearms can use them.
These additional resources can't be replaced by other materials but can be used if magically created. You can choose which type of ammunition to use each time you make an attack.
Antimagic Rounds
Prerequisite: a spell slot of 3rd level or higher
Type: Bullet/shell.
When you hit a creature with this ammunition, it can't use any innate or internal magical effects until the start of your next turn (such as Spellcasting or Pact Magic), but can still use magic items without issue.
Homing Rounds
Prerequisite: tinker's tools proficiency
Type: Bullet.
An attack you make using this ammunition can't have disadvantage.
Holy Rounds
Prerequisite: a vial of holy water
Type: Bullet/shell.
If a creature is hit by this round, it takes an additional damage dice of radiant damage. This damage is maximised against undead and fiends.
Precision Rounds
Prerequisite: a shard of adamantine or diamond
Type: Bullet.
When you hit a creature with this ammunition, you deal an additional damage dice. The attack's range increases by 30 feet.
Riccochet Rounds
Prerequisite: a bouncy material
Type: Bullet.
When you miss an attack roll with this ammunition, you can reroll the attack against another creature you can see that's within the weapon's range.
Silver Rounds
Prerequisite: 5 gp worth of silver
Type: Bullet/shell.
Damage dealt with this weapon is maximized if the target has a type other than humanoid.
Stealth Rounds
Prerequisite: a material that doesn't create sound when struck
Type: Bullet.
When you make an attack using this ammunition, the firearm has the Silent property for this attack.

Tracker Rounds
Prerequisite: a bioluminescent material
Type: Bullet/shell.
When you hit a creature with this ammunition, you have advantage on checks to locate the creature for 1 hour, and the creature can't benefit from being invisible against you for that time.
Prerequisite: firearm proficiency, Intelligence 13+ You become able to make ammunition during a short rest, provided you have the necessary equipment. In addition, you gain a +5 bonus whenever you produce Ammo Points. Prerequisite: firearm proficiency Your experience with using your firearms in melee combat has made you an expert in close-range firing. Prerequisite: firearm proficiency Your aim is best when shooting at a distance. When using the ADS property of a firearm, you ignore all sources of disadvantage that don't come from magic or blindness (eg. being charmed or frightened). In addition, when you take the Attack action with a firearm and the target is at least 30 feet away, you can forfeit your movement for that turn and instead make another attack with the firearm.Feat: Firearm Tinkerer
Feat: Close-Range Gunner
Feat: Long-Range Gunner