Early firearms allowed
- Main firearms available are flintlock pistols, muskets and scattergun/blunderbuss’s (p.268 DMG, or Matt Mercer’s gunslinger archetype. DMG takes precedence)
- Firearms are exotic weapons, which require specialised training.
- Varieties are buckler, standard and tower
+1 AC in melee combat, doesn’t occupy a hand if used with a light weapon. AC bonus is lost if attacking or casting a spell.
Can entrench providing three-quarter cover at the cost of half movement.