Firearms

weapon description. rest with an intelligence check.
 * There are three types of firearm; Pistols, Blunderbuss and Rifles.
 * The base damage type of all firearms is piercing damage.
 * Firearms are compatible with the spell "Holy Weapon" although the compatibility of other types of weapon echantments and spells has not been determined.
 * Bullets can be silvered, though it is expensive.
 * Reloading requires an intelligence check, with a DC dependent on the firearm.
 * Firearms cannot benefit from any bonus to their damage, unless stated in a special bullet or
 * A crit-fail on the attack or reload roll breaks the gun until it can be repaired during a long
 * There is no firearm "skill". You can take the feat to become proficient with them, which adds your proficiency bonus to the attack rolls and reload checks of firearms.
 * Characters can also achieve firearm prof through training. This is done by completing a number of successful intelligence checks (10 successful checks are required, starting at DC 10, with the DC increasing by one with each successful check.) Players can make this check with advantage if they are training with the assitance of an experience firearms user.

Pistols
Require one hand to use, two hands free to load.

Damage: 5d8 (22)

Range: 30/60

Reloading: 1 action, DC10

Blunderbuss
Require two hands to use, two hands free to load.

Damage: 5d10 (27)

Range: 20/40

Reload: 1 action + 1 bonus action, DC12

Rifle
Require two hands to use, two hands free to load.

Damage: 5d12 (32)

Range: 60/100

Reload: Entire turn, DC15. You cannot perform any action/movement and reload the rifle in the same turn, under any circumstances.

Firearm Training (Feat)
This allows you to add your proficiency to your intelligence check for purposes of reloading, and to your attack roll.