,On your turn, you can use a bonus action to heal an injury and regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.,
,You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.,Once you use this feature, you must finish a short or long rest before you can use it again.
,When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm's misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.,
,When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.,
,When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearms misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.,
,Drawing on your connection to the fey realm, you can momentarily stride throughinter-dimensional space to shorten your path from one place to another. As a bonus action you teleport yourself up to 30 feet to an unoccupied space that you can see. You regain this ability when you finish a short or long rest.Wisdom is your spellcasting ability for this spell.,