Dnd Dmg Firearms
The renaissance guns of the DMG do indeed have the loading weapon property, just like a crossbow. And just like a crossbow, in a skirmish-level fight (like 99% of all D&D combats), you're supposed to shoot once, then drop the gun and instead draw a melee weapon (or flip the gun and use it as a cudgel). Crazy Larry's Weapons Extravaganza! Here is a list of weapons found in use for the D&D 3.5 system. Here are the stats, but it is up to the DM if we can find and use them.
Transmutation
Level: 3
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
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A nonmagical weapon you touch becomes a magic weapon.
Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At higher level
D&d Dmg Firearms
When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4.
When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
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Page: 237 Players Handbook
A Paladin, spell