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.