I am basing the structure off of this post about homebrew.
Problem
One of the players in my game is very interested in playing a character with guns. We talked about which aspect of such a character he wants to play and he decided on a character that crafts and invents guns and then uses those guns in battle. We looked at various options for something like this (currently just looking for weapons not the class) and sadly none really fit the idea he was going for. The DMG guns are much too op to be used as his character's main weapons. Matthew Mercer's guns are more balanced, but the main problem is the misfire feature. Just from a design perspective, the misfire feature disincentivises/punishes players just for attacking, when the opposite should be true. I understand that it was designed for a specific player, and is not meant to work for ever table. Hence creating custom ones.
Balance
The reason I am posting this on here is to judge the relative power level of them. I'm not looking for them to be "balanced" with the base weapons per se because we are using quite a bit of homebrew and everyone at the table has a power level boost. I just want a vague idea of roughly how much more powerful than default these are (obviously some are clearly better than others, this is by design) based on individual weapons or groups of weapons. How powerful are they and are there any shenanigans my players can get up to?
Context
Just to provide some content, the party consists of the gunsmith, who will be using these as their main weapons, and will start out with a hand pistol and a blunderbuss. They can add modifiers to weapons as a class feature, such as longer range, faster reload, more damage, ect. This scales with level, so at higher levels they can fit more/better modifiers onto their guns. They are most interested in using blunderbusses, shotguns, cannons, ect, because they are a short halfling and think the size difference would be funny. No other characters in the campaign, player or npc, get access to firearms really.
The other 2 party members are:
- A paladin with a homebrew 2D8 greatsword that attacks slower than normal and has a nerfed GWM feat.
- A light domain cleric who will at later levels be able to fly and have a magic fire spear.
In the campaign as a whole, I am using a lot of homebrew. Better criticals, minor inspiration, lots more homebrew weapons, homebrew feats, the paladin gets cool manoeuvres inspired by battlemaster, ect. Most stuff is allowed if the players ask and it seems balanced with the rest of the campaign and if it seems cool.
Firearms Rules
All these weapons are firearms and have some rules governing their use.
Elegant
All firearms use the wielder's dexterity modifier for attack rolls. Do not add an ability modifier to damage rolls.
Hard to Load
Unless you have proficiency in these weapons, each gun takes longer to reload. If the weapon takes a bonus action to reload it now takes an action, and if it takes an action or more, it takes 1 extra action.
Ammunition
All firearms expend a piece of ammunition each time they are fired. Each weapon uses a different ammunition, found in the ammunition column of the firearms table. This ammunition cannot be recovered after being fired.
Piercing
All firearms deal piercing damage unless specified otherwise.
Range
I will be writing ranges as either Very long, Long, Medium, Short or Very Short. This is just to make it easier and faster for me. Each range represents an actual range.
Very Long - 150/200
Long - 100/150
Medium - 50/100
Short - 25/50
Very Short - 10/25
Properties
Capacity (X)
Fire X times before reloading. When you have fired X times you cannot fire again until the weapon is reloaded.
Reload (X)
You must spend X amount of time to load ammunition into the weapon.
Multiattack(X)
Regardless of how many attacks you can normally make, when you take the attack action with this weapon you make up to X attacks.
Spread
This weapon fires a cone of ammunition. Make separate attacks against each creature in the cone.
Black Powder
This weapon cannot fire when wet or exposed to water. Dries in 1D4 hours. Automatically fires if loaded and exposed to flame or sparks.
Heavy
You need 14 strength to wield a heavy weapon, otherwise you have disadvantage on attack rolls.
Superheavy
You need 17 strength to wield a superheavy weapon, otherwise you have disadvantage on attack rolls. If your strength is less than 14 you cannot wield the weapon.
Unliftable
This weapon is too heavy to lift, but it can be dragged around at half your movement speed or placed onto carts.
Firearms
| Name | Damage | Capacity | Multi- attack |
Reload | Properties | Ammunition | Range |
|---|---|---|---|---|---|---|---|
| Hand Pistol | 1D4 | 1 | 1 | 1 bonus action | Light, Concealable | Small Cartridge | Very Short |
| Pistol | 1D10 | 1 | 1 | 1 bonus action | Light | Small cartridge | Short |
| Flintlock | 1D12 | 1 | 1 | 1 action | Blackpowder | Gunpowder and Shot | Short |
| Rifle | 2D8 | 1 | 1 | 1 action | Two-handed | Medium Cartridge | Medium |
| Blunderbuss | 3D6 | 1 | 1 | 2 actions | Heavy, Blackpowder, Two-handed | Spreadshot and Gunpowder | Very Short |
| Shotgun | Variable | 1 | 1 | 1 action | Special, Two-handed, Heavy | Variable | Variable |
| Double Barrel Pistol | 1D8 | 2 | 2 | 1 action | - | Small Cartridge | Medium |
| Double Barrel Rifle | 1D10 | 2 | 1 | 1 action | Two-handed | Medium Cartridge | Medium |
| Double Barrel Shotgun | Variable | 2 | 1 | 1 action | Special, Two-handed, Heavy | Variable | Variable |
| Revolver | 1D8 | 6 | 2 | 1 action | - | Medium Cartridge | Long |
| Sniper Rifle | 2D12 | 1 | 1 | 2 actions | Two-handed, Heavy | Large Cartridge | Very Long |
| Magazine Rifle | 1D10 | 8 | 2 | 1 action | Two-handed | Medium Cartridge | Medium |
| Heavy Revolver | 1D12 | 6 | 1 | 1 action | - | Large Cartridge | Long |
| Magazine Pistol | 1D6 | 9 | 3 | 1 action | Light | Small Cartridge | Short |
| Cannon | Variable | 1 | 1 | 6 actions | Special, Unliftable, Two handed | Variable | Variable |
| Mini Cannon | Variable | 1 | 1 | 3 actions | Special, Superheavy, Two handed | Variable | Variable |
| Mortar Launcher | 1D12 + 3D4 | 1 | 1 | 2 actions | Superheavy, Two handed | Mortar | Special |
Special Weapons
Shotgun + Double Barrel Shotgun
You can load and fire a variety of different ammunition types from this gun.
Ammo types:
Shells - Spread, 2D4 piercing, Very Short range
Slug - 1D12 piercing, Long Range
Explosive - 1D10 piercing + 1D4 fire, Medium Range
Dragon's Breath - 3D4 fire, Very Short range
Mortar Launcher
Target a location within 40 feet of you. The mortar lands there and deals 1D12 bludgeoning damage to any creatures there. It then deals 3D4 fire damage to creatures within 5 feet, 2D4 fire to creatures within 10 and 1D4 to creatures within 15. It flies in an arc, it's apex moving 5 feet upwards for every 5 feet to your target.
Cannon
Multiple people can load this weapon at once, up to a maximum of 3, and it is not affected by the hard to load rule. You can load and fire a variety of different ammunition types from this gun.
Ammo types
Cannonball - 6D12 bludgeoning, Long Range
Grapeshot - spread, 5D4 piercing, Medium Range
Mini Cannon
Multiple people can load this weapon at once, up to a maximum of 2, and it is not affected by the hard to load rule. You can load and fire a variety of different ammunition types from this gun.
Ammo types
Cannonball - 2D12 bludgeoning, Medium Range
Grapeshot - spread, 3D4 piercing, Short Range
Extra Info
(mainly used for answering questions in comments)
Crossbow expert does not affect these.