Guns are a high-risk, high-reward weapon to use in D&D 5e. Like the crossbow, they'll require at least 1 feat to be useful for fighters and other classes with Extra Attack. It's an investment with an immediate pay-off, but it's a very different fighting style compared to the other, longer-ranged options.
Gunslinger (5e Class) - D&D Wiki.
Gunslingers do the most consistent damage, but have a lot of trouble maximising their damage. They don't get bonuses from strength, they can't power attack, they can't make multiple attacks per round with a single weapon. They are pretty good at low levels but fall behind later I feel.
The gunslinger is balanced in the sense that it does tremendous damage at long range, but has to spend an attack or action to reload and may misfire. That said, if he's negating the misfire and has a range of 400 it sounds like he has a pistol, which only does 1d10 damage.
You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.
For example, if you make a melee weapon attack with a longsword, you add your Strength modifier to the attack and damage rolls of the attack. In contrast, if you make the spell attack of the fire bolt cantrip, you add your spellcasting ability modifier to the attack roll.
Proficiency is generally not added to damage rolls unless some feature expressly says it should. Additionally, it is important to remember that with Finesse weapons, the fighter has the choice of which modifier to use, but they have to use the same modifier for both attack and defense.
For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead. For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls.
You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.
A javelin is a simple one-handed melee weapon in the spear weapon group. A javelin is a heavy thrown weapon, so a character can throw it to make ranged attacks, using Strength instead of Dexterity for ranged basic attacks.
Weapon attack: 1d20 + proficiency + ability score modifier. If you have any spells, class features, magic items or whatever that says it adds to your attack rolls, add those too. Weapon Damage: the weapon's listed damage + ability score modifier. Same as above with regards to spells, class features, magic items, etc.
In Dungeons and Dragons, your armor class, or AC, represents your defense against attacks from monsters. NetHack borrows this concept; as in older editions of D&D, a lower AC is better than a higher one. A character with no armor or protection has AC 10. It is best to reduce your AC below 0.
Longbow
They can use shortbows, yes? the damage difference between short and longbows isn't that much. ... You're talking about 1 average damage per attack for the difference between shortbow/longbow and medium/heavy crossbow.
In 2019, former TSR editor Tim Kask argued that a dwarf should not be able to use a longbow, due to the dwarf's short height. ... 19, which forbids characters of below 5 feet in height from using the longbow, even if their character class is normally proficient.
Bows are generally mediocre for rogues but you can get repeating crossbow proficiency and a number of other benefits off the Mechanic tree. The main problem with rogue for ranged is that you *only* get sneak attack on ranged attacks if the enemy is in point blank range.
Benefit: You can use the longbow or the shortbow with all rogue powers, and can gain the benefits of sneak attack when using these weapons. There, quick clean and easy. Those who want longbows can use them, they just have to pay for the privilege of using a better weapon.
Rogues start with proficiency in simple weapons, hand crossbows, longswords, rapiers, and shortswords. ... In other words, since Rogues have proficiency in Simple Weapons, and a shortbow is a simple weapon, they do indeed have proficiency in Shortbows.
Rogues are proficient with all simple weapons. Light crossbows are simple weapons. Light crossbows deal 1d8 + Dex mod damage.
No. Rogues don't rely on any resources and can fight all out all the time. Their versatile bonus actions can be utilised to great effect.
Rogues specifically are proficient with rapiers, despite lacking martial weapon proficiency. While the mechanical term "effect" is not strictly defined, a character's weapon proficiency is as much an effect as any rapier-relevant feats or features.
Every class that could originally use other weapon types before Blizzard redesigned and restricted weapon usage can still collect appearances and equip them. The reason Rogues can't attack with ranged weapons is because they don't have Auto Shot anymore.
Only Hunters, Warriors and Rogues can unlock bow transmogs.
Rogues can only wear leather or cloth armor, are unable to use shields, and can only wield one-handed weapons (daggers, swords, maces, fist weapons) and ranged weapons.
Rogue Weapon Skills in WoW Classic. ... They can also learn Swords, Crossbows, Fist Weapons, and Bows from Weapon Masters around the world.