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Firearms Preview

if I want to go tinkering with clockwork, do I want to be a thief, or an arcanist?

Having read the player's guide, I can see you going either route. Technology is independent of magic, but there is mention of artificers combining the two.

If I were the DM, I'd probably allow a PC with the Technologist theme to use either Thievery (manual dexterity) or History (knowledge of physics and workings).

For PCs without the Technologist theme I'd either use a straight Intelligence check (without adjusting the DC) or not allow the tinkering at all. Probably the former.
 

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