The DC of Dexterity saving throws made against firearms using burst fire (DMG p. 267) is 13 + the attacker's proficiency bonus (not 15) if the attacker has proficiency with the weapon. You may use this rule in conjunction with the Burst Fire Nonproficiency rule, above. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are considered simple weapons, and the gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level. Capacity: Modern firearms typically have a much greater capacity than earlier firearms, and are frequently easier to.
Personally, I think the variant firearms rules in the DMG are pretty weak and kinda lackluster, not gritty enough for me. I want weapons to be feared if you see someone else with them.
They’re to be treated as an equalizer. If the PCs get their hands on them, it may be a one sided fight, but same for the NPC’s. I will say this, I get that the DMG is coming from a balancing standpoint, but nothing about a firearm is balanced in the real world. So, here’s my answer for firearms in 5e. These are untested rules. I’ll run them in a game of mine and readjust what’s written here.I'm not really interested in incorporating Matt Mercer's gunslinger class. I wanted to make something so that if, for example, the wizard wants to be good at shooting, without having to dip into another class, there's no reason why he or she can't.
![Dmg Dmg](http://media.wizards.com/2014/images/dnd/articles/firearms_p1.jpg)
Like I've told others, the gunslinger class is cool and interesting, just not my vision of firearms in my game. Cannon - The cannon is used as a siege weapon and is generally deployed by a military force. Anything within its line of fire must make a DC 18 dexterity saving throw.
Further to that, a target gains +2 on their check per 100ft away from the cannon they are. If there’s 20 people within its line of fire, they all must make that saving throw. The cannon does double damage against buildings and doors, continuing to fly through if the round breaks the doors down.
If a target takes a direct hit, determine if any limbs are removed. Your superior training in your preferred firearms allows you to get the most out of your shots. Starting at 4th level, designate your weapon of choice from those listed in the firearms table. Add an additional damage die every 4 levels to the damage done with your preferred firearm. The firearm's reload time is reduced to one action regardless of what it says on the table.
Increase your Strength or Dexterity score by 1. If you weren't proficient with the firearm before, you are now.
This proficiency is treated for the single firearm, not an all encompassing proficiency. Nice, I'll have a drink with your comment.I wanted some risk involved with using weapons as strong as these. Especially if you take the feat, allowing the damage to scale as you level. Kinda wanted to do some balancing in that regard.I got a lot of criticism because 'i should just use Mercer's gunslinger rules.' I just disagreed. The idea of a wizard busting out a flintlock pistol once they're out of spells, or just for the cool effect is well.
I don't need an entire class devoted to shooting. Seems a little overboard for me.