You were trained by a master dwarf and have made a living off of crafting firearms. You know your way around these deadly weapons and the ammunition they use. Not only can you build and repair guns but you have been taught in the use of them as well. Many unkind folk in Desol would try to rob an unsuspecting merchant but they only thing they'll take from you is lead that you crafted from sweat and blood.
- Skill Proficiencies: Perception and Intimidation
- Tool Proficiencies: Smithing Tools and one gaming set.
- Languages: Dwarvish and one other of your choice.
- Equipment: A firearm that you built (can be any type and as ornate as you'd like you have proficiency with it buy only this gun unless otherwise), gun powder, bullet component pouch, a trinket from your teacher, gun belt, and a pouch containing 5 gp.
Not all territories veiw guns the same. While they are a way of life to some or a means to an end other's see them as heresy and because of that if people are aware of your career you may not be very excepted. Such as while your neighbors in Desol may see you as a friend or a respectable merchant people of Ar'eval might perceive you as scum or the tribe folk of Kenzama might think you're an unnatural abomination that can only be cured by death.
Suggested Characteristics
Use Guild Merchant from the Player's Handbook to pick your personality traits, bonds, flaws, and ideals. Feel free to adjust wording to better fit your character as a gunsmith. Such as replacing the term guild with town or community.
Previous Versions
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