
You are adept at using guns effectively.
- 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.
- 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.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder.

Everyone seems to be confused by this feat so let me explain how it works.
1: You gain proficiency with firearms. This means all firearms not just Critical Role Firearms (Exandria) which this content is from. Also, you're better off just using the Critical Role Firearms with this feat anyways.
2: Reaction to avoid Misfire which is important. Misfire can either be a nat 1 to a nat 3 depending on the firearm. Only applies to Critical Role Firearms.
3: Any one-handed light weapon (including the Critical Role one-handed firearms), attack action taken you can use your bonus action to attack with an offhand weapon as two-weapon fighting is explicate for melee weapons and dagger throwing. This allows you a ranged attack as a bonus action if you use a melee weapon. That's how the third point works.
4: This has 0 effect on how Firearms (Especially Critical Role Firearms) loading/Reload.
5: Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
As each Exandria firearms has that as part of its description the third point has a massive con against it. As only classes/subclasses with Extra Attack can use the 1 attack inplace of wasting a whole turn and only Fighter-Gunslingers can do this as a bonus action. This feat can allow such a character with this class with all 4 extra attacks to attack 3 times with two firearms in each hand and then holster 1 to reload as Gunner is the feat with ignore loading property which the Critical Role Firearms DO NOT HAVE. Matt Mercer made his firearms work differently than standard Dungeons and Dragons firearms.
6: Due to the unique Reload mechanic of Critical Role Firearms, the Artificer Repeating Shot infusion cannot be applied any of them, despite them having the ammunition tag. This has explicitly been addressed by Mercer himself. He doesn't want you to have unlimited ammo for the Critical Role Firearms.
7: You would need either Gunner or Crossbow Expert to be able to use Firearms in melee without imposing disadvantage on the attack roll.
Then I guess, specialist isnt really appropriate for this feat. More like a Firearm Dabbler. Since it doesnt really help enhance or focus on specializing firearm use. Sharpshooter and Gunner seems better options. Hope Matt redevelops this feat.
Agreed.
So, just focusing on PC with 1 attack. With Firearm Specialist using a one-handed weapon (a Pistol [Firearms Ranged Weapon]) to attack, I can then as a bonus action attack with my light loaded firearm (a Palm Pistol [Firearms Ranged Weapon]). Then I could either drop the Palm Pistol and take a new one from my pocket or next round simply just fire my Pistol and not the Palm Pistol.
At later levels with Quick Draw (lvl 7) and Lightning Reload (lvl 15) I can either stow my Palm Pistol and draw another loaded one or I could next round just fire the Pistol and bonus action reload the Palm Pistol, to go like: 2 shots, then 1 shot 1 reload, then 2 shots etc.
For any extra attacks as a Fighter, using the Gunner feat, I can just fire my Pistol on each of those since I can ignore the Loading property.
This should all be legal right, given that we are using both Ciritcal Role and Tasha's rules? Or did I miss something?
Gunner feat came after Critical Role Content, and Mercer didn't design any of his firearms to work within 5 feet. Also it would be an action to drop a palm pistol so no you can't do that unless the dm says it's a bonus action.
cool
cool
This could be used in conjunction with the Artificer Infusion "Repeating Shot" to not have to reload
I figured it out. Thri-keen can use this feature basically for free; since they have four arms, they can just keep one hand empty at all times, which allows them to effectively use three firearms at once.
The comments on this seem 7 years old and are quoting a line that doesn't seem to be there.
Based on this does this mean anyone with a pepper box or any gun with more than one ammo can fire twice as it is already loaded and just took the attack action with a one handed weapon? (the firearm counts as a "one handed weapon" right?)
and the second bullet says once per short rest but this one doesn't so can they do it every turn?
And as a fighter with second attack does that mean 3 shots per turn and 6 shots if they action surge?
I don't see the point of this in short campaigns. Mostly you're not going to have enough money to craft firearms. And they don't even deal that much damage unless you use ones that are too good and may not be allowed by the DM, such as an Antimatter Rifle.