

The artificer (Version 2, 2019) has an optional rule for firearms proficiency for an Artificer:

While this goes back to "your DM's call" there is some other material to refer to. Work with your DM to see if you need proficiency on both.īottom Line: No, there isn't an official ruling. It didn't last all that long, so none of us ever got proficient using down time. If we were not proficient, we attacked with disadvantage when using firearms (muzzle Loaders). Is proficiency with Firearms required? That's a DM callĭMG page 266 leaves it up to the DM to require, or not require, firearms proficiency to use firearms. That would be similar to the feat, or how a Rogue gets Hand Crossbow and Rapier proficiency but not the general martial weapons proficiency.

Your DM could decide that if you spend the down time and money to get proficiency, per the DMG recommendation, that will suffice. Work with your DM.įirearms in D&D 5e are optional rules from the DM Guide anything your table comes up with needs to be worked out with your DM.

See also the Hand Crossbow and the Long Bow: Martial Ranged Weapons. Revolver: Revolvers.The table on DMG,, shows that the firearms are Martial Ranged Weapons. All firearms can be loaded before firing, even on a different turn, but they take up a regular action to do so. They can only be wielded by classes with Firearms proficiency, and otherwise just function like a club would (1d4 bludgeoning simple weapon). Firearms are optional weapons for a campaign, though they are a prerequisite for having the Gunslinger class in your game. One of my players is playing a swashbuckler from SCAG and is running somewhat low on bullets and gunpowder. On page 267 in the dungeon master guide there are rules for the use of firearms in 5e. DMG Firearm Rules 5e (self.DnD) submitted 1 year ago. Therefore the dexterity modifier is added to the damage just as with any other ranged weapon. They are listed as Martial Ranged Weapons, and no special rules are given regarding damage calculations.
