These are the generalized rules for firearms in Adventurers League.

Pistols, Rifles, and Muskets Are Firearms

The DMG lists some other items as firearms too, but pistols, rifles, and muskets are the common ones you may see.

The History

Firearms In D&D is a Divisive Issue

Some people want to play with firearms. Some people don’t want firearms in AL.

Some reasons (that we can surmise) behind the AL admin’s decisions about firearms include:

But Firearms Are In the 2024 Players Handbook

In any home game, your DM calls the shots on what is or is not allowed. In Adventurers League, the AL admins have that decision power.

The AL admins have “compromised” by allowing firearms in AL, but making it non-trivial to obtain firearms.

But Giffs Have Firearms Proficiency

When Wizards of the Coast are designing their sourcebooks and adventures, they don’t build the books for Adventurers League. So the AL admins must adapt to what the books do, as the AL admins see fit.

But <name some other trigger> Can Be Triggering To

For many, firearms are a too-real link to real world problems, from which they are trying to escape by playing D&D.

Please don’t point a finger and play “What About”. Let’s keep the topic on firearms.

The Rules

The ALPG 15.3 (pg. 7) says: