Firearm Feats
Clubber
Prerequisite: Level 4
Even if you have run out of ammunition, you are not without a weapon, capable of using your firearm as a club. You gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see "Firearms Rules").
You can use any two-handed firearm as a greatclub, and you are considered proficient with it.
Once per turn, when you hit a creature with a melee weapon attack that deals bludgeoning damage, you can push the creature 5 feet away from you.
Close-Quarters Gunner
Prerequisite: Level 4
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms Rules”).
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 firearm with the light property you are holding.
Dual Gunner
Prerequisite: Level 4
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms Rules”).
You can use two-weapon fighting with firearms even when the one handed firearms you are wielding aren’t light.
You can draw or stow two one-handed firearms when you would normally be able to draw or stow only one.
Gunner Expert
You have studied firearms intently and have gained a level of expertise over them that far surpasses others in your field. You gain the following benefits:
Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
You gain proficiency with firearms (see Firearms Rules section)
You ignore the Loading property of firearms.
If your firearm misfires, you can use a bonus action to clear the issue, rather than an action.
Quickdraw
Prerequisite: Level 4
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms Rules”).
When you roll initiative, you can make a ranged weapon attack with a firearm, at disadvantage, against a single creature. You can make only one attack regardless if your weapon has the automatic property.
Automatic. When you make a ranged weapon attack with this firearm, you may instead make two weapon attacks at disadvantage. This disadvantage cannot be negated by any means.
Steady Sniper
Prerequisite: Level 4
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see “Firearms Rules”).
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
As a bonus action, you give yourself advantage on your next attack roll on the current turn with a two-handed ranged weapon. The attack also ignores half cover and three-quarters cover. You can use this ability if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of your turn.
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