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Firearm feats

Firearms specialist
  • You gain proficiency with Firearms.
  • If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
  • On your turn, when you score a critical hit with a firearm or reduce a creature to 0 hit points with one, you may reload one firearm you are wielding as a bonus action
  Pistoleer
  • You ignore the requirement to have a free hand to reload firearms with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a loaded one handed firearm you are holding.
  • You can draw or stow two one-handed firearms when you would normally be able to draw or stow only one
  Mounted marksman   You wield guns with deadly efficiency on mounts. While you are mounted and aren't incapacitated, you gain the following benefits:
  • You get a +1 bonus to attack rolls with firearms while mounted.
  • Being within 5 feet of a hostile creature when making an attack roll with firearms while mounted does not impose disadvantage on the attack roll as long as the creature's size is smaller than your mount.
  • You have advantage on attacks rolls against any unmounted creature smaller than your mount within your firearm's normal range.
  Gunsmith Initiate   (Prerequisite: Intelligence 13, proficiency in smith's tools or tinker's tools)
  • You gain your proficiency bonus is doubled in tinker's tools or smith's tools. If you have proficiency with both you may choose which one.
  • You are now able to craft primitive firearms, as detailed in the Gunslinger Fighter subclass.
  • You also craft one simple firearm. You are assumed to have gotten the materials for the firearm you wish to craft before you took this feat.
  Hair trigger
  • You may make opportunity attacks with ranged weapons as well as melee weapons.
  • When a creature you can see misses you with ranged attack, it provokes an opportunity attack.
  • When you hit a creature with an attack of opportunity with a ranged weapon, it can make no further attacks for the rest of the turn.
(If you have also taken the Sentinel feat, you may not use any benefits of the Sentinel feat in a round you have used the benefits of the Hair trigger feat. Nor may you use any benefits of the Hair trigger feat in a round you have used the benefits of the Sentinel feat.)   Trick shooter
  • You learn one Trick Shot from the Gunslinger archetype in the fighter class. Your saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
  • You gain one grit point (this point is added to any grit points you have from another source). A grit point can be spent to fuel your Trick Shot, or can be used to gain advantage on the next attack role you make with a firearm this turn. A grit point is expended when you use it. You regain your expended grit points on a long or short rest.
  Bayonet charger
  • Increase your constitution modifier by 1, to a maximum of 20.
  • If you have moved more than 10ft, you may use your bonus action to make a melee attack with one firearm equipped with a bayonet. If the attack hits the target takes an extra 1d8 slashing damage.

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