I've made a Monk/Warlock multiclass for a pirate campaign my group will be starting and so I took the gunner feat because I thought it would be useful but apparently the firearm proficiency it grants doesn't grant proficiency with pistols from the base rules because they are now considered martial ranged weapons instead of firearms? Is this correct or am I just misunderstanding something here?
I've made a Monk/Warlock multiclass for a pirate campaign my group will be starting and so I took the gunner feat because I thought it would be useful but apparently the firearm proficiency it grants doesn't grant proficiency with pistols from the base rules because they are now considered martial ranged weapons instead of firearms? Is this correct or am I just misunderstanding something here?
Firearms have been put in the martial ranged weapons category in the 2024 Player's Handbook. Prior to that they were their own separate category. D&D Beyond seems to have conflated the two, unfortunately.
Probably the easiest way around this is to add a custom weapon proficiency. Find the "Proficiencies & Training" section of your online character sheet (at the bottom left) and click the gear icon to open the customization sidebar. Under "Add New Proficiencies", select "Weapon", and then in the second drop-down select "Pistol" (or whatever firearm you want).
Exactly how firearms integrate with any given setting and how proficiency is gained is up to the DM, even with 24's "brilliant" idea to list them in the PHB. Your best bet is to check with them.
In the 2014 DM Guide, they are listed as martial range weapons as well under the Firearm category. I added the gunner feat to one of my rogue characters and it put in the firearm feat correctly and the resulting pistol stats were correct as well.
In the 'real world', it usually took a well-trained soldier about 15 to 20 seconds, to load, aim and fire a muzzle loading musket or pistol, thus said soldier was to fire three (3) aimed shots in one minute. There was a series on the History channel that demonstrated this.
Left unsaid in all of this, is the infrastructure necessary to manufacture gunpowder, musket balls, muskets and to assemble the paper cartridges used by the musket wielding soldier.
A musket needs to be supported by a variety of tradesmen and craftsmen, as well as a number of alchemists.
Additional thoughts: the fabled 'Tinker Gnomes of Krynn' and the mechanical obsessed priests of the Faerunian deity known as Gond would probably be the folks who would provide the infrastructure for firearms. In the realm of Faerun, the areas known as Lantan and Halruaa would most likely be the places where firearm construction and tutoring would be most prevalent (and the spelljammer merchants probably buy their stock of muskets and gunpowder from either of those places.)
Further thoughts: I would especially close down the Eberron world to such merchants as otherwise the artificers of Eberron could probably manufacture modern firearms like the Uzi, the AK-47 and other assault style firearms.
I've made a Monk/Warlock multiclass for a pirate campaign my group will be starting and so I took the gunner feat because I thought it would be useful but apparently the firearm proficiency it grants doesn't grant proficiency with pistols from the base rules because they are now considered martial ranged weapons instead of firearms? Is this correct or am I just misunderstanding something here?
Firearms have been put in the martial ranged weapons category in the 2024 Player's Handbook. Prior to that they were their own separate category. D&D Beyond seems to have conflated the two, unfortunately.
Probably the easiest way around this is to add a custom weapon proficiency. Find the "Proficiencies & Training" section of your online character sheet (at the bottom left) and click the gear icon to open the customization sidebar. Under "Add New Proficiencies", select "Weapon", and then in the second drop-down select "Pistol" (or whatever firearm you want).
pronouns: he/she/they
Thank you!
Exactly how firearms integrate with any given setting and how proficiency is gained is up to the DM, even with 24's "brilliant" idea to list them in the PHB. Your best bet is to check with them.
In the 2014 DM Guide, they are listed as martial range weapons as well under the Firearm category. I added the gunner feat to one of my rogue characters and it put in the firearm feat correctly and the resulting pistol stats were correct as well.
Thx for the tips, very usefull as I created Articifier for my Eberron game and by default Pistol Proficiency was not proposed :(
In the 'real world', it usually took a well-trained soldier about 15 to 20 seconds, to load, aim and fire a muzzle loading musket or pistol, thus said soldier was to fire three (3) aimed shots in one minute. There was a series on the History channel that demonstrated this.
Left unsaid in all of this, is the infrastructure necessary to manufacture gunpowder, musket balls, muskets and to assemble the paper cartridges used by the musket wielding soldier.
A musket needs to be supported by a variety of tradesmen and craftsmen, as well as a number of alchemists.
Additional thoughts: the fabled 'Tinker Gnomes of Krynn' and the mechanical obsessed priests of the Faerunian deity known as Gond would probably be the folks who would provide the infrastructure for firearms. In the realm of Faerun, the areas known as Lantan and Halruaa would most likely be the places where firearm construction and tutoring would be most prevalent (and the spelljammer merchants probably buy their stock of muskets and gunpowder from either of those places.)
Further thoughts: I would especially close down the Eberron world to such merchants as otherwise the artificers of Eberron could probably manufacture modern firearms like the Uzi, the AK-47 and other assault style firearms.