You gain proficiency with Firearms. This allows you to add your proficiency bonus to attacks made with firearms.
You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost and repair damaged firearms.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one-handed firearm you are holding.
- The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 bonus action to reload. You must have one free hand to reload a firearm.
- If materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost.
Misfire: On a 1 (Critical fail) attack roll, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 10 or the targets AC if higher). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm.
Mechanics: Using Smith's Tools/Carpenter's Tools, you may be able to draft and create new firearms (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.