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
- 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
- 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.
- 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.
- 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.
- 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.
- 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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