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  5e Firearm Handbook
  A
  storm of steel and smoke fills the air as an
  armor plated beast emerges. Bullets deflect off
  its hide as it charges into the ranks. From the
  other side of the field, the sergeant emerges,
  commanding his men and directing their fire. As
  his soldiers coordinate to strike the beast all at
  once, a weak point is found, and a hail of bullets
  brings the creature to its end.
  A woman sits at a bar, enjoying a cigar, when several shady
  men approach from behind. As they harass her, she gives them
  one last warning. Not taking no for the answer, each of the
  men begin to reach towards the pistols at their hips, but
  before they can unholster, she pulls out her firearm and
  quickly dispaches each of them, using only a single bullet for
  each. As she leaves, she ashes out her cigar on their remains.
  Navigating through the jungle, a lone warrior spots a small
  camp of enemy soldiers, perhaps a platoon, camped in a
  clearing. He steps on a twig and a guard immediately looks
  towards his direction, beginning to approach the undergrowth
  to inspect. But before he spots the lone warrior, he sees the
  shine of a heavy machine gun barrel. But it's too late. With a
  bone chilling roar, the lone warrior holds down on the trigger
  as a stream of hot lead shreds through man after man. They
  return fire, swearing their bullets hit him. But the flow of steel
  never stops until there is but one man remaining.
  Introduction
  The 5e Firearm Handbook is a document meant to facilitate
  play in settings where firearms are more prevalent than the
  medieval and renaissance era ranged weaponry depicted in
  the Players Handbook. The document isn't just limited to
  small arms, however. Within contains rules for grenades,
  remote explosives, rocket propelled grenades, mounted
  machine guns, night vision scopes, and more. Additional
  content includes five example subclasses--sergeant fighter,
  sniper rogue, guerilla barbarian, wild card sorcerer, and gun-
  fu monk--intended for use with these rules. Feats and magic
  items have also been provided.
  Careful attention has been made to make sure these
  options do not completely overshadow Players Handbook
  options. Fantasy fulfillment, fun, and game balance have taken
  precedent over realism in the design here. This is not meant
  to simulate the function of real life weapons, though certain
  real-life aspects (such as effective range and weight) have
  been taken into account.
  Antiquated Weapons. In a world with firearms, bows
  and crossbows still serve some utility.
  Silent Quality. As an optional rule, bows,
  crossbows, darts, slings, and blowguns gain the
  silent quality. Whenever you attack with a
  weapon using the silent quality on your turn,
  your position is not revealed.
  Poisons. Bullets and explosives cannot be
  effectively laced with poisons. Bows, crossbows,
  darts, and blowguns still retain this ability.
  Proficiency
  Whenever using these rules, think about firearms role and
  presence in the world. Who would have access to such
  weaponry? How common are they?
  Extremely Rare. In these settings, firearms are either
  secret or extremely rare technology. Very few if any
  firearms exist and if they do, their creation might
  involve forbidden or arcane knowledge. In these
  settings, no character gains proficiency in firearms.
  Weapons are so rare, any creature attempting to use
  one must make a DC 15 Intelligence check or fail to
  figure out how the weapon functions. At DMs
  discretion, the firearm might break or misfire. Once
  a creature understands how it works, they can
  spend downtime training with the weapon and
  gaining proficiency.
  Common. In these settings, firearms are prevalent
  enough that most creatures have a basic
  understanding of how a firearm works. If a character
  is proficient in light crossbows, shortbows, or hand
  crossbows, they are also proficient in pistols, rifles,
  scatterguns, handguns, and revolvers. If a creature is
  proficient in longbows or heavy crossbows, they are
  proficient in all basic firearms and handguns,
  revolvers, marksman rifles, sniper rifles, and
  shotguns. A creature with proficiency in martial
  weapons is proficient in all firearms.
  
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  Basic Firearms
  Weapon
  Cost
  Damage
  Weight
  Properties
  Pistol
  15 gp
  1d6 piercing
  5 lbs
  Ammunition (range 30/120), light, loading
  Rifle
  25 gp
  1d10 piercing
  10 lbs
  Ammunition (range 150/600), heavy, loading, two-handed
  Scattergun
  25 gp
  2d4 piercing
  10 lbs
  Ammunition (range 30/120), heavy, loading, scatter (2d6)
  Advanced Firearms
  Weapon
  Cost
  Damage
  Weight Properties
  Handgun
  15 gp 1d4 piercing 3 lbs
  Ammunition (range 30/120), light, reload 12
  Revolver
  25 gp 1d6 piercing 5 lbs
  Ammunition (range 40/160), light, reload 6
  Marksman Rifle
  55 gp 1d8 piercing 10 lbs Ammunition (range 150/600), heavy, reload 10, two-handed
  Sniper Rifle
  75 gp 1d10
  piercing
  15 lbs Ammunition (range 500/2000), heavy, reload 5, two-handed
  Shotgun
  45 gp 2d4 piercing 10 lbs Ammunition (range 30/120), heavy, reload 5, scatter (2d6), two-handed
  Double Barrel
  Shotgun
  25 gp 2d4 piercing 8 lbs
  Ammunition (range 30/120), heavy, reload 2, scatter (2d6), two-handed,
  special
  Machine Gun
  50 gp 1d6 piercing 8 lbs
  Ammunition (range 100/400), heavy, reload 30, automatic 10, two-handed
  SMG
  50 gp 1d4 piercing 5 lbs
  Ammunition (range 60/240), reload 30, automatic 15, two-handed
  Heavy MG
  100
  gp
  1d8 piercing 20 lbs Ammunition (range 150/600), heavy, reload 100, automatic 20, two-
  handed, special
  Anti-Material RIfle
  100
  gp
  2d6 piercing 20 lbs Ammunition (range 500/2000), heavy, reload 5, two-handed, special
  Other Weapons
  Weapon
  Cost
  Damage
  Weight Properties
  Gatling Gun
  1500
  gp
  1d12
  piercing
  200
  lbs
  Ammunition(range 200/800),heavy, reload 1000, two-handed, automatic
  100, special
  Flame Thrower
  500 gp 2d4 fire
  30 lbs Heavy, two-handed, reload 30, automatic 10, special
  Rocket Launcher 1000
  gp
  -
  20 lbs Heavy, two-handed, reload 1, special
  Frag Grenade
  10 gp
  -
  1 lbs
  Special
  Flashbang
  10 gp
  -
  1 lbs
  Special
  Smoke Grenade 10 gp
  -
  1 lbs
  Special
  Cryogenic
  Grenade
  15 gp
  -
  1 lbs
  Special
  Remote
  Explosives
  30 gp
  -
  2 lbs
  Special
  Grenade
  Launcher
  100 gp -
  12 lbs Special
  Taser
  25 gp
  -
  1 lbs
  Special
  Stasis Trap
  30 gp
  -
  2 lbs
  Special
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  Variant Firearms. Some weapons are not fully
  represented by the weapons table. It's easy to adjust
  weapons on the table to better represent real life
  firearms. For example, a fully automatic shotgun
  might have the reload 15 quality and gain the
  automatic 5 quality. Keep in mind that any weapon
  that is stronger than what is represented on the
  table should be more expensive, harder to find, or
  given out as unique loot. In addition, if you make a
  two-handed weapon one-handed, you should
  significantly reduce its damage. A one-handed
  shotgun, for example, would deal 1d6 damage and
  have the scatter (1d10) quality.
  Weapon Properties
  To emulate the abilities of firearms, the following properties
  have been added.
  Scatter
  Whenever you hit with an attack against a creature within the
  first range increment of this weapon, you can roll the damage
  dice in the parenthesis instead of the normal damage dice.
  Reload
  This number indicates how many pieces of ammunition can
  be held in the weapon at a time. Whenever you expend all the
  ammunition loaded into the weapon, you must take an action
  to reload the weapon before making another attack. You don't
  have to reload the same amount of ammunition each time. For
  example, if your weapon has the reload 10 property and you
  expend all 10 pieces of ammunition, you can take an action to
  load only 5 pieces of ammunition. Likewise, you can reload
  before expending all of your ammunition.
  Automatic
  This weapon can fire in rapid bursts, unleashing a barrage of
  projectiles. Whenever you take the attack action, you can
  expend an amount of ammunition equal to the number
  indicated. If you do not have the ammunition loaded into the
  weapon the attack fails. Choose a 10-ft-square cube area
  within your weapons range. Each creature in that square must
  make a Dexterity saving throw, the DC of which is equal to 8 +
  your proficiency + your Dexterity modifier. A creature takes
  damage equal to your attacks normal damage on a failed save
  or no damage on a successful save. A creature has advantage
  on the saving throw if they're in the weapons second range
  increment, unless you have a feature which bypasses the
  penalty for attacking within the second range increment.
  The damage for your automatic attack can increase. If you
  gain the Extra Attack feature (or the Thirsting Blade
  invocation), your automatic attacks damage increases by one
  weapon die. This also applies to the Fighters extra attacks
  that are granted at 11th level and 20th level.
  If you gain a bonus to your attack rolls, such as from a
  magic weapon or from the Archery fighting style, you add that
  to your save DC. The exception is attack bonuses that require
  a dice roll, such as the bless spell or superiority dice.
  Special Weapons
  Weapons with special rules are described here.
  Double Barrel Shotgun: Whenever you make an attack
  with this weapon, you can choose to fire both barrels instead
  of just one. You expend two pieces of ammunition and can roll
  the weapons damage dice one additional time and add it as
  bonus damage.
  Heavy MG: This weapon comes with a tri-pod to help
  maintain accuracy and is difficult to handle when it's not
  mounted due to its weight and caliber. If your Strength score
  is 15 or lower and the weapon is not mounted, all attack rolls
  have disadvantage and creatures targeted by it's automatic
  attack have advantage on the saving throw.
  Anti-Material Rifle: This weapon comes with a tri-pod to
  help maintain accuracy and is difficult to handle when it's not
  mounted due to its weight and caliber. If your Strength score
  is 15 or lower and the weapon is not mounted, your attack
  rolls with this weapon have disadvantage. In addition, the
  weapon deals double damage to objects and bypasses the
  damage resistances of constructs.
  Gatling Gun: If your Strength score is below 20, this
  weapon must be mounted in order for it to be fired. When it is
  fired, it can only make automatic attacks. Each automatic
  attack uses 100 pieces of ammunition and covers a 15 ft cube.
  Flame Thrower: This weapon spews forth flame. When it
  is fired, you can only make automatic attacks. Whenever you
  make an automatic attack, it instead targets creatures in a 20
  ft cone.
  Rocket Launcher: This weapon fires a single high-powered
  explosive projectile. If the rocket launcher is loaded, you can
  fire it as an action. Choose a point that you can see within 300
  ft. Each creature in a 15 ft. radius sphere must make a DC 15
  Dexterity saving throw or take 4d4 thunder damage and 4d4
  piercing or half as much on a success.
  Remote Explosives. As an action, you can set this
  explosive at a point within reach. You can set it on ceilings and
  walls and it will cling to the surface. Whenever you set it, you
  can choose automatic, manual, or timed. On automatic, the
  explosive goes off whenever a creature other than you walks
  within 5 feet of it or ends their turn there. On manual, you can
  use an action to activate it with the provided switch so long as
  you are within 500 feet. On timed, you set a specific time for
  the explosive to go off. A DC 10 Perception check spots the
  bomb. If the bomb is on automatic and the creature is aware
  of the bomb, it can make a DC 15 Acrobatics check to avoid
  setting it off. It takes a DC 15 Thieves' Tools check to disarm
  the bomb harmlessly. On a failed check, the bomb goes off.
  Whenever the bomb goes off, each creature in a 10 foot
  radius of the bomb must a DC 15 Dexterity saving throw,
  taking 4d4 thunder and 4d4 piercing damage on a failed save
  or half as much on a success.
  
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  Stasis Trap. As an action, you can set this trap at a point
  within reach. You can set it on ceilings and walls and it will
  cling to the surface. Whenever you set it, you can choose
  automatic, manual, or timed. On automatic, the trap goes off
  whenever a creature other than you walks within 5 feet of it or
  ends their turn there. On manual, you can use an action to
  activate it with the provided switch so long as you are within
  500 feet. On timed, you set a specific time for the trap to go
  off. A DC 10 Perception check spots the trap. If the trap is on
  automatic and the creature is aware of the bomb, it can make
  a DC 15 Acrobatics check to avoid setting it off. It takes a DC
  15 Thieves' Tools check to disarm the bomb harmlessly. On a
  failed check, the bomb goes off.
  Whenever the trap goes off, each creature in a 10 foot
  radius of the bomb must a DC 15 Constitution saving throw.
  On a failed save, a creature is stunned for 1 minute. On a
  success, a creature suffers no ill effect. A creature can repeat
  its saving throw at the end of each of its turns after, ending the
  effect on a success.
  Frag Grenade: As an action, you can pull the pin and throw
  the grenade. Choose a point within 60 ft. that you can throw
  the grenade. Each creature in a 5 ft radius sphere originating
  from that point must make a DC 15 Dexterity saving throw or
  take 2d4 thunder damage and 2d4 piercing, or half as much
  on a success.
  Flashbang: As an action, you can pull the pin and throw the
  grenade. Choose a point within 60 ft. that you can throw the
  grenade. Each creature in a 10 ft radius of that point must
  make a DC 15 Constituion saving throw. On a failed save, the
  creature is blinded and deafened until the end of its next turn.
  On a successful save, the creature suffers no ill effect.
  Smoke Grenade As an action, you can pull the pin and
  throw the grenade. A 10-ft-square cube within 60 ft of you is
  filled with thick smoke, causing creatures and objects inside it
  to be heavily obscured. The smoke spreads around corners.
  The smoke lasts for 1 minute or until a wind of moderate or
  heavy speed(at least 10 miles per hour) disperses it.
  Cryogenic Grenade. As an action, you can throw this
  grenade. A 10-ft-square radius within 60 ft explodes in frost.
  Each creature in the radius must make a DC 15 Dexterity
  saving throw or take 1d6 cold damage and have their speed
  reduced by half until the end of your next turn. On a
  successful save, a creature takes half damage and isn't slowed.
  Grenade Launcher. You can use a grenade launcher to fire
  any type of standard grenade. When you do so, the range
  increases to 120 ft.
  Taser. You can use a taser to try and disable a creature. As
  an action, make an attack against a creature within 15 feet.
  On a hit, a creature takes 1 lightning damage and must make
  a a DC 15 Constitution saving throw. A creature has
  advantage on this saving throw if they're wearing armor or
  thick clothing. On a failed save, a creature falls prone and is
  stunned for 1 minute. A creature can repeat its saving throw
  at the end of each of its turns after, ending the effect on a
  success. Undead and constructs are immune to this effect.
  Silver Bullets
  Because of how much easier it is to make silver bullets
  compared to making silvered arrows and bolts, it only costs
  50 gp to silver 10 pieces of firearm ammunition.
  Silvered Explosives
  Special made silver dust grenades and RPGs quadruple in
  price. Creatures who are vulnerable to silver have their
  resistance to non-magical and non-silvered weapons removed
  for 1 minute when they take any of the damage from a silvered
  explosive.
  Firearm Ammunition
  Item
  Cost
  Weight
  Musket Ball (15)
  5 sp
  1 lbs
  Pistol Round (20)
  1 gp
  1/4 lbs
  Shotgun Shell (12)
  1 gp
  1 lbs
  Rifle Round (20)
  1 gp
  1 lbs
  Sniper Round (10)
  5 gp
  1 lbs
  Rocket Propelled Grenade
  15 gp
  2 lbs
  Flamethrower Fuel (30)
  10 gp
  5 lbs
  Firearms Equipment
  Item
  Cost
  Weight
  Powder Horn
  2gp
  1lbs
  Weapon Repair Kit
  4 gp
  4 lbs
  Tri-pod
  5 gp
  1 lbs
  Scope
  5 sp
  1/4 lbs
  Magazine
  1 sp
  1/4 lbs
  Magazine Pouch
  5 sp
  1/4 lbs
  Night Vision Scope
  100 gp
  1 lbs
  Mounted Flashlight
  10 gp
  1 lbs
  Silencer
  20 gp
  1 lbs
  Powder Horn: This holds up to one pound worth of
  gunpowder for loading flintlock firearms.
  Weapon Repair Kit: Comes with all the standard
  equipment needed for cleaning, maintaining, and repairing
  modern firearms, including a rag, gun oil, and an assortment
  of minor replacement parts. Gives advantage on checks made
  to maintain or repair weapons.
  Tri-pod: Allows the user to balance their weapon. It takes
  an action to mount or dismount a tri-pod. When mounted, a
  creature using the firearm cannot move ignores the
  disadvantage granted by attacking a target within the weapons
  second range increment.
  Scope: Various scopes and sights allow for improved short
  and/or long range firing.
  Magazine: Most modern firearms are magazine fed, the
  magazine being responsible for holding the ammunition. At
  DMs discretion, increased magazine sizes for weapons may
  be purchased.
  Magazine Pouch: Magazine pouches allow for several
  magazines to be held ready for reload at a moments notice.
  Can hold up to 5 magazines.
  
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  Night Vision Scope: An advanced type of scope that allows
  the user to see in the dark. You do not suffer disadvantage on
  attacks roll for attacking into darkness.
  Mounted Flashlight: A mounted flashlight that sheds bright
  light in a 60 ft cone and dim light for another 60 ft.
  Silencer: A silencer can be equipped onto certain weapons to
  prevent the chance of the firearm from being heard. Attacking
  while using a silencer does not immediately reveal your
  position to creatures further than 100 ft away from you if you
  attacked while hidden.
  Feats
  Gunslinger
  You're quick on the draw and deadly accurate with a handgun.
  You gain the following benefits:
  You can reload a pistol or revolver as a bonus action
  instead of an action.
  Being within 5 feet of a hostile creature no longer imposes
  disadvantage on your ranged attack rolls.
  Whenever you use the attack action and attack with a one-
  handed weapon, you can use a bonus action to attack with
  a one-handed firearm you are holding.
  Heavy Gunner
  You're at home behind the hot barrel of a machine gun and
  gain the following benefits:
  Whenever a creature succeeds their saving throw against
  your Automatic Attacks, they take half damage instead of
  no damage.
  The Strength requirement to use the Heavy MG and
  Gatling Gun unmounted is reduced to 13 and 18
  respectively.
  Soldier
  Having trained with firearms, you gain the following benefits:
  You gain proficiency in three firearms of your choice.
  You can reload any firearm that lacks the special quality as
  a bonus action instead of an action.
  Whenever you miss a ranged attack, you can roll 1d10 and
  add it as a bonus to your attack roll. If the attack would
  then hit, then you add that same bonus to the damage roll.
  You regain use of this feature after a short or long rest.
  Guerilla Warfare
  Mastering the art of ambush, know how to take advantage of
  your enemies in a firefight. You gain the following benefits:
  You gain proficiency in Stealth if you don't already have it.
  If you are already proficient you instead gain expertise.
  Whenever you make an Automatic Attack out of hiding,
  enemies have disadvantage on the saving throw.
  Whenever you reduce a creature to 0 hit points on your
  turn, you can immediately use your bonus action to
  attempt to hide before the end of your turn.
  Demolitions Expert
  You gain a mastery of all things explosive. You gain the
  following benefits:
  Whenever you roll damage for a grenade, remote
  explosive, rocket launcher, or other similar explosives, you
  can choose to reroll the damage but you must take the
  second result.
  You can add your proficiency to any check made to disarm
  explosives and you do so with advantage.
  Whenever you make a Dexterity saving throw to avoid the
  damage of a grenade, remote explosive, or rocket launcher,
  you can use your reaction to drop prone, giving yourself
  advantage on the save.
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  Class Options
  Fighter
  Sergeant
  A good soldier is hard to find. A good leader is even harder.
  The Sergeant takes his group of soldiers and makens them
  better than they could be on their own.
  Bonus Proficiency
  Beginning at 3rd level, you gain proficiency in all firearms if
  you're not already proficient.
  Focus Fire
  Starting at 3rd level, you're adept at directing your allies
  toward a target. As a bonus action, you can designate a
  creature or object within 60 ft as the target of Focus Fire.
  Each friendly creature within 30 ft of you who can hear you
  and see that target gets to roll a 1d4 and add it as a bonus to
  their first attack and damage roll against that target until the
  start of your next turn. You can use this feature 3 times. You
  regain all uses at the end of long rest.
  Commanding March
  Beginning at 7th level, you're adept at pushing your soldiers to
  their limits. When traveling by land, you and up to six
  creatures of your choice have advantage on Constitution
  saving throws made to avoid levels of exhaustion gained from
  a forced march.
  Improved Focus Fire
  Beginning at 10th level, the die for your Focus Fire increases
  to a d6. In addition, your allies don't have to be able to see the
  target in order the gain the bonus.
  Battle Stamina
  Beginning at 15th level, whenever you use your Second Wind
  feature, you can choose up to 6 creatures within 30 ft of you.
  Those creature regain the same amount of hit points as you
  do.
  War Master
  Beginning at 18th level, the die for your Focus Fire increases
  again to 1d8.
  In addition, whenever an ally within 30 ft of you fails a
  saving throw, you can use your reaction and a use of your
  Indominable feature in order to allow that ally to reroll that
  save.
  Rogue
  Sniper
  Using distance to their advantage, the Sniper prefers to take
  their targets out silently and from far away, using precision
  aim.
  Bonus Proficiencies
  You gain proficiency in two of the following weapons of your
  choice: heavy crossbows, rifles, sniper rifles, marksman rifles,
  or anti-material rifles.
  Snipe
  Beginning at 3rd level, you're adept at attacking from a range.
  Attacking within the second range increment of your weapon
  no longer gives you disadvantage on attack rolls. In addition,
  whenever you hit a creature with an attack and the target is in
  the second range increment of your weapon, the attack is a
  sneak attack so long as you do not have disadvantage.
  Keen Eye and Mind
  Beginning at 9th level, you have a sharp eye for detail. You can
  add your Intelligence modifier to Perception checks and your
  Wisdom modifier to Investigation checks.
  Hidden Scope
  Beginning at 13th level, attacks from stealth no longer
  immediately reveal your location.
  Headshot
  Beginning at 17th level, whenever you score a critical hit with
  a ranged weapon and the attack is a sneak attack, you can
  maximize your sneak attacks damage dice.
  Barbarian
  Path of the Guerilla
  Masters at the art of ambush and relentless warfare, Guerilla
  Barbarians are at home with their fingers holding down the
  trigger and a gun right at their hip.
  Bonus Proficiencies
  You gain proficiency in all firearms.
  Guerilla Warfare
  Beginning at 3rd level, you can add your Rage damage bonus
  to the damage dealt by ranged weapon attacks and Automatic
  Attacks. In addition, you can use your Reckless Attack class
  feature to impose disadvantage on saving throws against
  Automatic Attacks you make this turn.
  
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  Secret Raids
  Beginning at 6th level, you gain proficiency in Stealth if you
  don't already have it. In addition, if you activate your rage on
  your first turn of combat, your speed increases by 15 ft until
  the end of your turn.
  Just Another Target
  Beginning at 10th level, targets who fail their saving throw
  against your automatic attack has disadvantage on attack rolls
  against targets other than you.
  Confirmed Kills
  Beginning at 14th level, whenever a creature fails a saving
  throw against your automatic attack, you can use your
  reaction to make a single ranged attack against that target.
  Sorcerer
  Wild Card
  The Wild Card is a sorcerer who can channel their magical
  energies into the firearms they wield, able to manipulate the
  trajectory of their bullets through sheer magic power alone.
  Bonus Proficiencies
  Beginning at 1st level, you gain proficiency in pistols,
  handguns, and revolvers. You can use a firearm you're
  proficient in as an arcane focus.
  Wild Shot
  Beginning at 1st level , you can infuse your shots with arcane
  energies. As an action, you can expend a spell slot and make a
  ranged weapon attack with a weapon you are holding against
  a creature within range. You gain a bonus to attack and
  damage rolls against that target, starting at 1d4 for a 1st level
  spell slot and increasing by 1d4 for each slot level above that,
  to a maximum of 5d4. The bonus damage is force.
  Curved Bullet
  At 6th level, your attacks with firearms curve to attack your
  enemies in midair. Attacks you make with firearms you're
  proficient in ignore half and three-quarters cover. You can also
  spend 1 sorcery point to attack a creature behind full cover if
  you know where they are at. Your attack need not follow a
  straight line and it can curve around objects and walls, but
  there must be a path between you and your target.
  Blast-Back
  At 14th level, whenever you use your Wild Shot feature, you
  can teleport up to 15 ft to a space you can see.
  Two-For-One
  At 18th level, whenever you use your Wild Shot feature and hit
  a creature with it, you can choose a different creature within
  30 ft of the one you hit. You can make another attack against
  that creature and use your Wild Card feature again,
  expending another spell slot. Once you use this feature, you
  can't use it again until you finish a short or long rest.
  Monk
  Way of Gun-fu
  Way of the Gun-fu monks are those who have adapted or
  abandoned their traditions in order to learn how to operate
  firearms, using their training and martial focus to channel
  their ki into their weapons. Many use a mix of martial arts and
  gunplay to defeat their opponents.
  Path of Gun-fu
  Beginning at 3rd level, you learn the ways of Gun-fu. You gain
  the following benefits:
  Gun-fu. You gain proficiency in all firearms that lack the
  heavy and special qualities. These weapons are considered
  monk weapons for you.
  Close-Quarters Shooter. Being within 5-feet of an enemy
  no longer imposes disadvantage on ranged attacks with your
  monk weapons. In addition, if you hit a creature with an
  unarmed attack, your next attack with a firearm against that
  creature has advantage.
  Rapid-Shot. Immediately after you take the attack action,
  you can spend 1 ki point as a bonus action to make an attack
  with a firearm you are holding.
  One With the Gun
  At 6th level, you extend your ki into the firearms you wield. You
  gain the following benefits.
  Ki-Infused Gun. Your attacks with firearms are considered
  magical for the purposes of overcoming resistance and
  immunity to nonmagical attacks.
  Flanking Shot. You can spend 1 ki point to ignore the 3/4th
  and half-cover on ranged attack until the end of your turn.
  Improved Rapid Shot.
  At 11th level, whenever you use your Rapid-Shot feature, you
  can spend 2 ki points to instead make two attacks with a
  firearm you are holding and proficient in.
  Flurry of Shots
  At 17th level, as an action, you can target each creature you
  can see within your weapons first range increment. Spend a
  number of ki points equal to the number of creatures you
  target, up to a maximum of 10. You can make a single ranged
  weapon attack with a firearm you are holding against each
  target.
  Warlock Invocations
  Improved Pact Weapon
  Whenever you gain the improved pact weapon invocation, you
  can choose any firearm to be a weapon you can summon as
  your pact weapon.
  
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  Magic Items
  Laser Firearm
  Generic Variant, Very Rare
  This weapon fires specialized laser cartridges instead of
  traditional projectile weaponry. Ammunition costs twice as
  much as normal for this weapon but it deals radiant damage
  instead of the damage normal for this weapon.
  Plasma Firearm
  Generic Variant, Common
  This weapon fires specialized plasma cartridges instead of
  traditional projectile weaponry. Ammunition costs twice as
  much as normal for this weapon but it deals fire damage
  instead of the damage normal for this weapon.
  Cryogenic Firearm
  Generic Variant, Uncommon
  This weapon fires specialized cryogenic cartridges instead
  of traditional projectile weaponry. Ammunition costs twice as
  much as normal for this weapon but it deals cold damage
  instead of the damage normal for this weapon.
  Radioactive Firearm
  Generic Variant, Rare
  This weapon fires specialized radioactive cartridges instead
  of traditional projectile weaponry. Ammunition costs twice as
  much as normal for this weapon but it deals necrotic damage
  instead of the damage normal for this weapon.
  Endless Magazine
  Wonderous Item, Rare
  This magazine magically adapts to fit into any firearm. As
  long as one piece of the correct ammunition is provided for
  the weapon this magazine is loaded in, the magazine
  magically provides an unlimited supply of non-magical
  ammunition. The weapon loses the reload property while the
  magazine is in it. This item has no effect on weapons with the
  loading property.
  Heaven's Penned Letter
  Ammunition, Very Rare
  This enchanted bullet is engraved with the name of a
  specific person, designed to bring death to them. Whenever
  the bullet is created, a specific character is chosen. When fired
  at the target, the attack roll has advantage and bypasses any
  and all resistances or immunity to the damage dealt by the
  attack. On a hit, the target must make a DC 20 Charisma
  saving throw or take 10d10 additional force damage or half as
  much on a success as the bullet pierces through the targets
  soul.
  The bullet has no effect if a persons nickname or alias is
  engraved on it. It also does not work on the undead or
  constructs. If the name of the bullet does not match the
  person shot, the projectile passes harmlessly through the
  target.
  Texas Thunder
  Shotgun, Very Rare
  You have a +2 bonus to attack and damage rolls with this
  weapon
  If this weapon is loaded, as an action you can expend a
  piece of ammunition unleash a powerful thunderous wave out
  of the weapons barrel. Each creature in a 60 ft cone must
  make a DC 16 Strength saving throw. On a failed save, a
  creature takes 4d6 thunder damage and is knocked back 10
  feet and lands prone if it's large or smaller. On a successful
  save, a creature takes half damage and isn't knocked back. In
  addition, creatures within 15 feet of you have disadvantage on
  the saving throw and take 10 additional thunder damage and
  are deafened on a failed saving throw. You regain use of this
  feature if you spend at least 30 minutes maintaining the
  weapon.
  Lightningbolt
  Sniper Rifle, Very Rare, Attunement
  You have a +2 bonus to attack and damage rolls with this
  weapon.
  While attuned, your land speed increases by 10 feet.
  If this weapon is loaded, as an action you can expend a
  piece of ammunition to fire a ricocheting shot charged with
  electrical energy. Make a ranged weapon attack against a
  creature or object within range. If that attack hits, you can
  repeat the same attack against another creature or object
  within 30 ft of the initial target. You can repeat this additional
  attack until either you miss or the total number of creatures
  attacked reaches 5. A creature cannot be targeted by a
  ricochet attack more than once. Each creature you hit takes
  the weapons normal damage plus 1d6 additional lightning
  damage. If you strike an object before ricocheting towards a
  creature, you gain advantage on the attack roll. You regain use
  of this feature if you spend at least 30 minutes maintaining
  the weapon.
  Shifting Serpent
  Revolver, Very Rare, Attunement
  You have a +1 bonus to attack and damage rolls with this
  weapon.
  As an action, you can fan the hammer and unleash all
  rounds left in this weapon. You can make one attack with this
  weapon for each bullet left in the cylinder, but all attacks after
  the first have disadvantage. You regain use of this ability at the
  next dawn.
  While attuned, this weapon allows it's user to move and
  dodge with each attack. This weapon has 6 charges.
  Whenever you make an attack with this weapon, you can
  expend a charge (no action required) and immediately move
  10 feet without provoking opportunity attacks. You regain a
  charge whenever you score a critical hit with this weapon,
  make a killing blow with this weapon, or use it's first ability
  and fan the hammer. You regain all expended charges at
  dawn.
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/5e Firearm Rules.pdf