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You’ve learnt how to craft firearms and special ammunition for these firearms. You gain proficiency with tinker's tools and can attempt to repair a firearm that has misfired as a bonus action. In addition, as part of a long rest, you can craft a number of special bullets for your firearms equal to your proficiency bonus, which last until you begin another long rest. When you do so, choose one of the following effects for each bullet you craft:

Armor Piercing. When you make a ranged attack using this bullet, the attack roll ignores any increase to the target’s AC gained through half- or three-quarters cover or by wielding a shield.

Explosive. When you make a ranged attack using this bullet, the target takes an additional 1d6 fire damage on a successful hit.

Gas Capsule. When you make a ranged attack using this bullet, a heavily obscured 5-foot-radius sphere of gas is left in the target’s space on a successful hit. The gas spreads around corners and doesn’t move with the target. It remains until the beginning of your next turn, or until wind disperses it.

Hollow Point. When you make a ranged attack using this bullet, the target is pushed 5 feet back on a successful hit. After being pushed back, it cannot take reactions until the beginning of your next turn.

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