

Weapon (longsword), rare (requires attunement). Weapon (trident), uncommon (requires attunement). DMG Firearm Rules 5e 5th Edition On page 267 in the dungeon master guide there are rules for the use of firearms in 5e. The sword uses your attack roll and ability score modifier to damage rolls. An energy cell contains enough power for all the shots its firearm can make. The dagger can’t be used this way again until the next dawn. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Show All ⦠While holding this shield, you have resistance to damage from ranged weapon attacks. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. While holding this shield, you can speak its command word as a bonus action to cause it to animate.

If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. The GM chooses the type or determines it randomly from the options below. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Armor (shield), uncommon (+1), rare (+2), or very rare (+3). This attempts to make them more different from other weapons. The bonus increases to +3 when you use the mace to attack a construct. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. The firearms in the DMG are reasonably straightforward and balanced. You can have only one such sworn enemy at a time. Dmg 5e Guns List 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. In addition, you can make one attack with it as a bonus action on each of your turns. 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.
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