This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. If you choose to use both at the same time, that is fine. Only one has explosive ammo, 2 D8 damage, and hollow points, 3 d4 piercing damage
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: Advantage: Initiative, Every 5 levels, gain 24 charges, Damage, Detection, Combat, Range, Ammunition (Firearms), Reload
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