Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties.
Misfire (2). Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, 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 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Elemental Infusion. At the end of a short or long rest, the artificer can infuse a weapon with elemental energy (this does not count towards their infused items). Until the artificer finishes their next short or long rest, the weapon deals an additional 1d4 elemental damage on a hit. This bonus damage increases to 1d6 at 4th level, 1d8 at 8th level, and 1d10 at 12th level.
When the elemental infusion is applied, the artificer chooses the damage type: fire, cold, acid, or lightning. If the attack misses, the elemental charge fails to detonate and has no effect.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
Notes: Range, Ammunition (Firearms), Reload
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