In place of a firearm, you can also fire a bullet from your hand without the use of a weapon, but you make the attack roll with disadvantage. You are considered proficient when making these attacks and you use the properties of an improvised weapon.

At 18th level, your reflexes allow you to get the draw before anyone else. When you roll for initiative, and are not surprised, you can use your reaction to immediately draw a firearm and take the Attack action. You can only target creatures inside of your powder trance and you can not activate your powder tricks on these attacks.

Powder Tricks

To use your powder tricks, the target must be within range of your powder trance, otherwise nothing happens when you expend a marked point. Powder tricks only work if you use a firearm and expend a marked point.

Arcing Shot. On a miss attack roll, you can burn an extra shot of black powder and adjust the bullet while within your powder trance range. Your attack now ignores half and three quarters cover and, unless the target has natural armor or magical armor, like from a spell or magic item, their armor class is 10 plus their Dexterity bonus.

You do not switch targets when using this trick and you must use your original attack roll to determine if the attack hits.

Blast Back. When you hit a creature with an attack, you can blast them back with an extra shot of black powder. The creature must make a Strength saving throw, on a failed save they are pushed back 15 feet and take additional damage equal to your Wisdom modifier.

At 18th level, they take additional damage equal to two times your Wisdom modifier.

Detect the Else. As an action, you can consume a shot of black powder and cast the detect magic spell. This effect lasts for 1 minute and doesn't require concentration.

Disarming Shot. When you see another creature about to use a firarm or similar object that uses black powder, like a grenade or cannon, you can use your reaction to cause the powder to not go off or for it to misfire. If you cause the powder to misfire, the wielder must make a Dexterity saving throw or take 2d6 plus half your fighter level in fire damage as it explodes in their hand. On a successful save they take half damage.

This does not destroy a firearm or similar object, but does destroy single-use explosives like grenades.

Exploding Shot. When you hit a creature with an attack, you can expend an additional shot of black powder and have it slam with greater force. The creature must make a Constitution saving throw and you roll double your weapon's normal damage. On a failed save, they take the full damage. On a successful save, they only take half damage.

Flashbang. When you take the Attack action, you can forgo one of your attacks and instead expend a shot of black powder and disorient a target. They must make a Constitution saving throw or they are blinded or deafened (your choice) for 1 minute. They can repeat the saving throw at the end of their turn, ending the effect on a success.

Line 'em Up. When you hit a creature with an attack, you can expend another shot of black powder to attempt to damage another creature with the same attack. Choose another creature directly in line of the original target and you. If the original attack roll would hit the second creature, it takes half as much damage as the original attack.

You can continue making this attack for each creature behind the original target so long as they are in a straight line, each taking half of the initial damage. You can target a number of creatures up to your Wisdom modifier and this trick ends early if your original attack roll would miss, there are no more targets inside of your powder trance or in line.

Powder High. When you take the Attack action, you can forgo one of your attacks and instead consume a shot of black powder. This gives you temporary hit points equal to half your fighter level + Wisdom modifier.

Precision. When you make an attack roll against a creature, you can add half your fighter level to the attack roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied.

Rapid Fire. When you take the Attack action, you can make an additional attack. All of your attacks for this turn have disadvantage.

At 10th level, you can make two additional attacks and at 18th level you can make three additional attacks.

Your Attack action ends early if you must reload your weapon and you forgo any additional attacks.

Scatter Shot. As an action, you throw a number of bullets equal to your fighter level into the air and expend enough black powder to shoot the bullets forward from you in a 30-foot cone. All creatures with in that cone must make a Dexterity saving throw or take damage equal to 2d6 + your fighter level. On a successful save, they take half damage.

At 18th level, the damage increases to 4d6 + your fighter level.

Shell Shocked. When you hit a creature with an attack, you can expend an additional shot of black powder to create a louder shot and frighten your target. You add your Wisdom modifier to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

At 18th level, they take additional damage equal to two times your Wisdom modifier.

Shoot From the Hip. When you take the Attack action, you do not suffer disadvantage on attack rolls made this turn against a creature within 5 feet of you.

They Shot First. As a reaction when a target you see makes an attack roll against you, you can make your own attack roll so long as they are within range of your weapon. If your attack roll is higher, the opponent's attack only deals half damage to you if their attack roll hits. In addition, if your attack roll would hit the target, they take damage equal to your Wisdom modifier.

At 18th level, they take damage equal to two times your Wisdom modifier.

Two Bullets. When you make an attack roll, you can make an additional attack roll against another creature within 30 feet of your target. You make this additional attack roll with disadvantage and on a hit you deal the same amount of damage as you did to the original target creature.

This consumes two bullets and two shots of black powder.