A Player's Guide to Feats - Gunner

A Player's Guide to Feats - Gunner

If your GM doesn't allow firearms, you should ignore the Gunner feat. This would be a great opportunity to check out one of the other Player's Guide to Feats, like the Flames of Phlegethos or Chef feat. Or maybe you can plot your strategy for getting your GM to accept guns in your campaign.

If they do, the Gunner feat may be a feat you want to explore. Being able to shoot something comes at a cost, some of which may sway you to avoid using a firearm. The Gunner feat alleviates some, if not most, of those concerns. Does that make it a must-have feat? It's time to find out, as it's time to dive in and talk all things Gunner feat.

What is the Gunner Feat

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” in the Dungeon Master’s Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Dissecting the Feat

I have issues with guns in D&D. I have never allowed firearms in any of my campaigns, as I feel they don't fit the flavor of the game. If you think they are crucial to your immersion, go for it. All that really means is my table may not be a fit for your playstyle. I know plenty of GMs who allow them in their games and even more players who want to use them. I'm sure there's a table out there that will fit your need to blow away a kobold with a shotgun. A dead kobold is a good kobold, and how you do it doesn't matter to me.

Ranged weapon users rely on Dexterity as their primary stat, so the +1 to your Dexterity score is excellent. Part of me feels this pushes the feat closer to being OP than it should. Is it a bribe to get players to take the feat? Maybe, but many of the feats introduced, starting with Tasha's until now, often increase an ability score to make them more appealing.

Since Firearms proficiency isn't something you'll be able to obtain via a large majority of class or race choices, it's a no-brainer that the Gunner feat provides it to you. What good is having a musket if you're not proficient with it? Interestingly, firearms proficiency doesn't have to be a thing, according to the Dungeon Master's Guide:

It's up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn't have such proficiency. During their downtime, characters can use the training rules in the Player's Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.

Since all firearms found in the DMG are martial ranged weapons, you can always change it to proficiency in martial weapons. It doesn't have the same ring to it, but gaining some sort of proficiency so you can use your shiny new gun has to be part of the feat.

Just like the crossbow, you'll need to reload your firearm if you want to continue to blast away. And just like the Crossbow Expert feat, Gunner waives this requirement. It's more important for the crossbow than for firearms, as you'll have multiple shots available to put holes in your target before you have to reload. Nevertheless, it's an important feature. No one likes using an action/bonus action to fire a weapon only to have to repeat the process over and over again. As I stated in The Player's Guide to the Crossbow Feat, it's important to remember that ignoring the loading requirements does not mean you can ignore the ammunition property of the crossbow. Ensure you have a free hand to pull out another clip (or musket ball).

Interestingly, none of the firearms have the Heavy trait. A musket is a ten-pound, two-handed gun that a gnome can wield, while that gnome would be at a disadvantage if they were wielding a two-pound longbow. 

The most important part of the Gunner feat is eliminating disadvantage when shooting a poor creature at point-blank range—better known as within 5 feet. When you gain an Extra Attack, you can use one action to fire your gun at close range and another to swing your sword. This part of the feat means a lot to me, more so than any other part. Why? Because now I can be a proper pirate (check out my pirate build)! With a six-shot pistol in one hand and a rapier in the other, I will lead the boarding party as we take over the enemy ship and all the booty it contains.

The Gunner Feat Useability by Class

Artificer: The artificer has proficiency in firearms right from the start. It's pretty clear that the powers that be want the artificer to use firearms, right? Yes, and it's especially true if you're an artillerist. The other subclasses also work well, as you can use your firearm in melee combat, thanks to the waving of the 5-foot disadvantage rule. Plus, you can add all sorts of infusions to amp up the power of your gun. You'll want to consider the Enhanced Weapon, Radiant Weapon, and Repeating Shot infusions.

Barbarian: Barbarians hit things with swords, axes, hammers, or whatever else does maximum damage in melee combat. These raging forces of destruction do not use wimpy ranged weapons. Not worth taking.

Bard: Dexterity is one of your primary stats, but beyond that, you gain nothing from taking this feat. Not worth taking.

Cleric: The Dexterity increase does nothing for you, and like the bard above, it's extremely rare to find a cleric using ranged weapons. Not worth taking.

Druid: Be a bear. Not worth taking.

Fighter: If you're playing a DEX-based fighter, this feat will be bordering on a must-have. The number of extra attacks a fighter gets allows you to stab and shoot to your heart's content. Just remember to bring a firearm that holds multiple shots. 

Obviously, there's the gunslinger class, and you should consider this your top choice if you play one. None of the gunslinger's class abilities wave the 5-foot or reload rules.

Monk: Another melee-focused hero. Not worth taking.

Paladin: Can't smite with a firearm. Not worth taking.

Ranger: Another great class for the Gunner feat. Rangers can always use the Dexterity increase. Take Archery as your fighting style and gain +2 to your firearm's attack rolls. Traditionally (and I mean way back in 1e/2e, or as Stephen would say before I got really old) ranged focus heroes. Now, there are several subclasses that are melee-focused, giving you a number of different options for optimizing your attacks with the Gunner feat. Here are just a few subclasses that greatly benefit from the Gunner feat.

Fey Wanderer can add psychic damage to your shot. 

Gloom Stalker lets you fire your weapon twice, or you can walk up to your foe, fire once, and then stab them with your sword.

Horizon Walker provides a use for your bonus action since you don't need to waste it reloading.

Hunter's 11th-level Volley skill is amazing when using a firearm with multiple rounds since you can fire away at every creature within ten feet. Get yourself an automatic pistol, revolver, or hunting rifle, and your ranger will be a deadly force to be reckoned with.

No matter your fighting style, the Gunner feat provides so many positives to the ranger; it's a grade-A, wonderfully deadly, and totally beneficial option that should be exploited.

Rogue: I thought the rogue would follow in the ranger's footsteps, but the Gunner feat is meh for a rogue. You can use it with your sneak attack, but I'd instead take the Crossbow Expert feat and use your bonus action to fire a hand crossbow.

Sorcerer: Who needs a gun when you have the firebolt cantrip? Not worth taking.

Warlock: Eldritch blast all day, every day. Not worth taking.

Wizard: You probably understand what I'm saying about the primary spellcasters. Use those spells. Not worth taking.

Conclusion

Firearms can be a touchy subject, not only in modern culture but in D&D. If you feel like a firearm is something your character would use, and your GM allows them, then, by all means, explore the various types available. Once you’ve decided on your weapon of choice, seriously consider taking the Gunner feat. That is unless you're playing a Giff. A Giff without a gun is like a dog without a bone. They are sad, mopey, and willing to do just about anything to get their hands on one.

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Art Credit -  Ubisoft Entertainment

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