You've always been fascinated by the creation of weapons, but not in the manner of a forge. You've spent a grand amount of time tinkering with firearms until you could create your own.
- Ability Scores: Dexterity, Constitution, Intelligence
- Feat:
You've spent your entire life fascinated by the craftsmanship of firearms, and you gain the following benefits.
During Long/Short rests, you gain the ability to tinker with your weapon, adding one of the three modifications from the list below.
SILENCER - If hidden, any damage done by your firearm is done at advantage.
RAPID FIRE SWITCH - Costing you both your Action and Bonus action, you can flip a switch to roll an extra damage dice, though you will be unable to use your firearm the following turn.
SCOPE - By using your bonus action, you can "Aim." You gain the ability to land a critical hit on a 19 as well as a 20 as a result.
You may only have one modification at a time, and at DM's discretion, you can propose modifications. These modifications can be put on any variety of firearms.
- Skill Proficiencies: Sleight of Hand and Intimidation
- Tool Proficiencies: Tinkerer's Tools, Firearms
- Equipment: Choose A or B: (A) 10 Ammunition, Tinkerer’s Tools, Pouch, Traveler’s Clothes, 16 GP; or (B) 50 GP
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.