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What Are Firearms And Explosives?
- How To Get Firearms And Explosives
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How To Use Firearms
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How To Use Explosives
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How To Homebrew Firearms And Explosives
Beyond the gunslinger subclass, the 2024 Player's Handbook helped introduce new rules for using firearms and other explosives in . While, ultimately, it's up to the Dungeon Master to determine whether such technology exists in their world, if they choose to make these weapons available, it can be a real game-changer.
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But, how do you use firearms and explosives in a fantasy setting? There are a couple of key rules to consider when it comes to determining if your player character can use these weapons efficiently. So, here's everything you need to know to use firearms and explosives in Dungeons & Dragons.
What Are Firearms And Explosives?

Firearms and explosives are ranged or thrown weapons that have their own set of rules for use just like other weapon types offered in the 2024 Player's Handbook. Here are some examples.
- Hunting Rifle
- Musket
- Shotgun
- Laser Pistol
- Dynamite Stick
- Grenade Launcher
You'll notice that while some Dungeon Masters may choose to have fantastical firearms and explosives that resemble medieval weapons of the same type, you can also have modern, futuristic, or even sci-fi versions of these weapons in your campaign, as long as your DM allows it.
How To Get Firearms And Explosives
Like most equipment in Dungeons & Dragons, firearms and explosives can be purchased in settlements. However, more futuristic and powerful weapons may need to be found or taken off a powerful foe.
For the purposes of the DM, you can treat firearms and explosives as rare magic items; however, depending on the setting of the campaign, you should treat futuristic firearms like lasers as very rare.
How To Use Firearms

Like all weapons in the 2024 Player's Handbook, each firearm has the following characteristics:
Weapon Property | Details |
---|---|
Damage | The amount and type of dice you roll on a hit. |
Damage Type | The type of damage you inflict on a hit. |
Properties | Determines rules like range, number of attacks made, and ammunition. |
Mastery | A special property unlocked upon mastering the weapon. |
Weight | Weight in pounds of the object. |
For the purposes of determining proficiency, all firearms offered in the 2024 Player's Handbook and 2024 Dungeon Master's Guide are considered Ranged Martial Weapons.
While firearms function nearly identically to most other Ranged Martial Weapons, there are also three special properties for firearms offered in the 2024 Dungeon Master's Guide.
Property | Details |
---|---|
Burst Fire | As an action, you can expend ten pieces of ammunition to spray your shots outward in a ten-foot cube within range. Each creature in range has to make a DC 15 Dexterity saving throw or take the corresponding damage associated with the weapon. |
Reload | You can only make a limited number of shots with a weapon with this property, meaning you must reload the weapon as an action or bonus action. The number of shots you can make is listed in parentheses next to this property. |
Ammunition | Bullets are used in all medieval and modern firearms like pistols, muskets, and more. For futuristic weapons like an antimatter rifle or laser pistol, players must use energy cells, which weigh 1/2 lb and can be depleted and therefore need to recharge. |
How To Use Explosives

Separately from firearms, explosives have their own set of rules. Each type of explosive typically has some or all of the following characteristics.
- Range
- Damage Radius
- Corresponding Saving Throw
- Damage And Damage Type
- Additional Effects (If Any)
For a sample list of explosives, check out Chapter Three of the 2024 Dungeon Master's Guide.
Unlike firearms, which have a universal set of rules to adhere to, each explosive works differently. For explosives, consult Chapter Three of the 2024 Dungeon Master's Guide for sample rules on each explosive type.
Unless stated otherwise, an explosive is considered consumed once used.
How To Homebrew Firearms And Explosives

If your DM allows it, you can also homebrew your own firearms and explosives. When doing so, just make sure you give your weapon of choice the following characteristics.
- Damage - Typically within the range of 2-4d8, but can scale up to 6d8.
- Damage Type - This can typically be piercing damage but can be radiant or necrotic for futuristic weapons.
- Cost - For modern or medieval firearms and explosives, the cost should be around 4,000 GP. For futuristic weapons, the cost can scale up to 40,000 GP.
- Weight - Anywhere from 3-20 pounds.
- A Mastery Property (For Firearms) - Chapter Six of the 2024 PHB has a list of Mastery Properties.
- Weapon Properties (For Firearms) - Chapter Six of the 2024 PHB has a list of Weapon Properties.
- Damage Radius And Shape (For Explosives) - Typically a sphere, anywhere from 5-20 feet.
While you can and should work with your DM to figure out what makes the most sense, every firearm should have both the Ammunition and Reload property. Otherwise, the weapon doesn't feel tethered to reality.
When selecting a Weapon Mastery Property, consider using Sap, Vex, or Graze. These make the most narrative sense with ranged weapons like firearms.
As you come up with the stat block and ruleset for this weapon, make sure you're not making something too overpowered for a medieval fantasy setting. For example, a large weapon of mass destruction may feel tonally out of place within a fantasy realm.
When homebrewing a firearm or explosive, try to make sure this weapon makes sense in the world you're playing in. Even if the weapon is far ahead of its time, technologically speaking, find ways to explain narratively the rarity of this item and how special it is.
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