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I want those, too!
Maybe in a different campaign? =)
There aren't any. Now what?
Best you're gonna get is bombs.
The only guns you'll ever find in the context of playing the game come from Artificer mods that add them in via a backdoor.
As for "BG3 is basically D&D 5e" . . . it uses the core rule system for D&D 5e, but even in the core rules, guns don't exist by default and are considered an optional rule. Artificers aren't core rules. Beyond that, BG3 also takes a ton of rules liberties that deviate from the 5th edition ruleset by a wide margin (dual wielding hand crossbows).
BG3 is BG3. It is inspired by 5th edition D&D, but it is not 5th edition D&D, it is BG3.
Hope this helps.
Just imagine how well your basic flintlock would work, with it being red hot. Powder going off premature, shot gets wasted.
Modern firearms would be even worse thou. Heat metal make your entire gun red hot, and all the rounds in the magazine would go off prematurely while not in the chamber. That would be a disaster as it explodes in your hand.
Karlach IS the gun.
Artificer Class
Pirate (Rogue subclass)
And ... there is an entirely separate Firearms mod, that can add them to the game.
All three of these add early 17thc muskets and pistols to the game. The Artillerist Artificer can use them, and also make its own Arcane Cannon. (Essentially, a blaster/force rifle).
I think somebody else has put in modern weapons, like you can add Glock pistols. That makes me nauseous, so I avoid those. Still, I am so tempted to try it just once, so Wyll can just bust into a tavern and scream, "YO! I'm a 'Lock with a Glock!"