While most people see firearms as a way for those without magic to equalize the playing field with those who can cast magic, you see the ways you can infuse magic and firearms to make yourself a deadly threat on the battlefield.
When you take this feat, you gain proficiency with firearms.
After each long rest, you may cast a number of spells that do not require concentration, have a casting time of 1 action, and do not have a target requirement of self, equal to your half of your proficiency bonus (rounded down), meeting all required components and using spell slots. However, these spells do not take effect - instead, each spell you cast is infused in a bullet. When you take the attack action with a firearm, you may choose to fire an infused bullet. This causes the spell to be cast without required components, centered on the target creature. This attack is considered magical. You may not fire more than one infused bullet per turn. Any effects that change how the spell works, such as Metamagic, must be used at this time - they will not have an effect on any spell cast with this feature otherwise.
If the spell targets a single creature, it only takes effect if the weapon attack hits. If the spell requires you to make a spell attack roll on the target, it hits automatically if the weapon attack hits. If the spell requires a saving throw, the creature hit by the weapon attack makes the roll at disadvantage. If the attack misses, the spell has no effect as the magical bullet disintegrates.
If the spell has an area of effect, it takes effect at the target location regardless of whether the weapon attack hits or misses. If the weapon attack hits, the creature it hits makes any required saves at disadvantage.
Only you can fire any bullets infused with spells this way - if another creature attempts to fire the infused bullets, they turn into non-magical, normal ammunition. When you end a long rest, any bullets that are still infused lose their magic, become regular bullets again.
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