top of page

Firearm Feats

Close Quarters Gunner

General Feat (Prerequisite: Level 4+, Proficiency with a firearm)


Some of the most deadly assassins have been masters of both firearms and hand-to-hand combat. You have learned some of these teachings. You gain the following benefits.


  • Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

  • Firing in Melee. Being within 5 feet of a hostile creature doesn’t impose Disadvantage on your ranged attack rolls.

  • Quick Shot. 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 you are holding.


Clubber

General Feat (Prerequisite: Level 4+, Proficiency with a firearm)


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.


  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

  • Resourceful Weaponry. You can use any two-handed firearm as a Greatclub, and you have proficiency with it.

  • Pushing Blow. Once per turn, when you hit a creature with a weapon attack that deals Bludgeoning or Piercing damage, you can push the creature 5 feet away from you.


Gunner Expert

General Feat (Prerequisite: Level 4+, Proficiency with a firearm)


You have spent hours studying firearms from all generations, and know how to use more archaic firearms as easily as new ones. You gain the following benefits.


  • Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

  • Ignore Property. You ignore the Loading property of firearms.

  • Firearm Mastery. You learn the weapon mastery property of one firearm you do not know the mastery property of already..


Quickdraw

General Feat (Prerequisite: Level 4+, Proficiency with a firearm)


You are quick on the draw in any fight. You gain the following benefits.


  • Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

  • Initiative Bonus. You can add your Proficiency Bonus to your Initiative rolls.

  • First Shot. When you roll Initiative, you can make one ranged weapon attack with a firearm that lacks the two-handed property. You can make only one attack, regardless if your weapon has the Automatic property.


Steady Sniper

General Feat (Prerequisite: Level 4+, Proficiency with a firearm)


You wait patiently in the trees or hundreds of yards away on a balcony for your prey to line up perfectly for you. You are an adept sniper and gain the following benefits.


  • Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

  • Steady Shot. As a Bonus Action, you give yourself Advantage on your next ranged weapon attack roll on the current turn. 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.

  • Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.

  • Long Shot. Attacking at long range doesn’t impose Disadvantage on your attack rolls with ranged weapons.

Firearm Feats
bottom of page