Gunpowder powered weapons

All Gunpowder powered weapons automatically have disadvantage while shot at a target within 5 ft. As well as rolling a natural 1 while firing will cause the weapon to jam making it impossible to use until a field strip is performed. A field strip takes 10 minutes to perform and requires proficiency with the weapon.

Reload - Reloading a gun replaces your next attack you would make with the firearm, refilling the ammunition in the gun up to its capacity(you need to have a free hand to reload). If you prefer, you may instead use an action to reload your firearm.

Loading - Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.

Capacity -  A firearm's capacity is the number of shots it can hold at one time. When a firearm has been fired a number of times equal to its capacity, it must be reloaded before firing again.

Conceal* - A small pistol created for surprise attacks at close range, the derringer is an assassin's best friend. Derringers grant their wielder advantage on Sleight of Hand checks to draw, and can attack from within 5 feet without disadvantage.

Reliability* - The Derringer was made to be reliable - when you roll a natural 1 while firing the weapon roll another d20 to determine if the weapon is jammed. On another natural 1 the weapon is jammed otherwise there is no ill effect.

Bayonet* - If you charge at a target for at least 20 feet you may choose to as a full round action stab the creature you are charging with the bayonet attached to the end of your weapon. On hit the weapon does 2d8+STR/DEX modifier (p) damage and the bayonet sticks inside the skin of the creature you targeted (this may be not the case for certain creatures like oozes) treat this as you are grappling the creature. Every turn there after the creature will automatically take 1d8 damage at the end of it's turn while the bayonet is stuck inside it, additionally every shot fired from the rifle will automatically hit. The creature can attempt to escape by normal grapple escape rules.

Bipod* - The Sniper has Disadvantage to shoot while it is not set up on any surface. Setting up the sniper with a Bipod on any hard surface will remove the disadvantage. Additionally if you set the sniper rifle on the floor it removes the heavy property.

Reverse Range* - The sniper has disadvantage if shot at a target within 120 feet of it and it is a normal shot for a target 120<x<=1200 feet away.

Spread* - The spread of the pellets causes all of the creatures within 5 feet of the creature shot take 1d4 damage. Additionally if you miss the target it takes 1d4 damage regardless.

Double-Barrel* - You may choose to fire from both of the barrels of the double barrel shotgun - doing so you roll two attack rolls as part of a single attack, however the second attack is taken at a disadvantage.

Sneak Attack* - If the enemy is surprised when you take the attack action with this weapon you can add d6/your level damage to the damage roll.