Guns

Palm Pistol

Cost: 50 gp

Ammo: 2 gp (20)

Damage: 1d8 piercing

Weight: 1 lb

Range: 40/160

Properties: Light, reload 1, misfire 1

Pistol

Cost: 150 gp

Ammo: 4 gp (20)

Damage: 1d10 piercing

Weight: 3 lbs

Range: 60/240

Properties: Reload 4, misfire 1

Musket

Cost: 300 gp

Ammo: 5 gp (20)

Damage: 1d12 piercing

Weight: 10 lbs

Range: 120/480

Properties: Two-handed, reload 1, misfire 2

Pepperbox

Cost: 450 gp

Ammo: 4 gp (20)

Damage: 1d10 piercing

Weight: 5 lbs

Range: 80/320

Properties: Reload 6, misfire 2

Blunderbuss

Cost: 500 gp

Ammo: 5 gp (5)

Damage: 2d8 piercing

Weight: 10 lbs

Range: 15/60

Properties: Reload 1, misfire 2

Bad News

Cost: 800 gp

Ammo: 10 gp (5)

Damage: 2d12 piercing

Weight: 25 lbs

Range: 200/800

Properties: Two-handed, reload 1, misfire 3

Repair: 400 gp and 1 hour

Hand Mortar

Cost: 1,200 gp

Ammo: 10 gp (1)

Damage: 2d8 fire

Weight: 10 lbs

Range: 30/600

Properties: Reload 1, misfire 3, explosive

Repair: 600 gp and 2 hours

Gun mechanics explained: 

Cost = the value of the weapon. 

Ammo = the cost per the amount of ammo (example 2 gp (20) means you will get 20 bullets for 2 gp). 

Damage = the damage die used. 

Weight = weight of the weapon. 

Range = low number is normal distance and high number is the maximum range (when an enemy is between these ranges, you have disadvantage on attacks). 

Light = a light weapon. 

Reload = how many bullets are held at one time before you need to reload. 

Misfire = if this number or lower is rolled on the attack roll, the gun misfires and must be repaired as an action. 

Two-handed = the weapon must be held with both hands, you cannot benefit from something in your other hand, and you must have proficiency with two-handed weapons. 

Explosive = the weapon uses explosive rounds that may break or destroy things less than 1 cubic meter that are not reinforced (to the DM's discretion).

Repair = cost to repair the weapon. Most weapons can be repaired with simple tinker's tools or weapon smith tools, but if it has a repair value, this means when the gun is misfired, it must be worked on thoroughly and requires new components to be fixed. This is the cost and time associated to fix the weapon.