Runnin' & Gunnin' (5e Feat)
Runnin's & Gunnin'
Prerequisites: Dex 17 or higher; proeficiency with Firearms, hability to cast spells
it kinda looks like that old wield west movies ...
- you can talk to your DM to divide weapons into 3 types, short range, long range, or that can be unloaded; Long range weapons such as sniper rifles, muskets, etc. short range are like shotguns, and "unloaded" are weapons that can discharge their ammunition quickly, like revolvers in old western movies; a weapon can be at least 1, and at most 2 of the 3 categories. light or heavy weapons can interfere in some cases.
- Ranged weapons: you can spend an action and all your movement to aim at a target and gain advantage in the attack. Every hit is an automatic critical. "Less precision" or short-range weapons (such as shotguns, etc., for example) cannot be used in this way;
- Short-range weapons: you do not take disadvantages at close range, instead, they gain +3 on hit and extra damage equal to the number of dice (3d6 weapon damage deals 3d6+3). You can make an Acrobatics test against the target to try to fire a shot at close range, causing double damage, if you roll a 19 or 20 on the die, you and the target suffer 1d6 concussive damage, and both are thrown 5 feet towards you. away from each other, neither of you can suffer attacks of opportunity like that.
- Unloading weapons: you can unload all the ammunition inside the weapon, gaining +1 extra damage, and -1 to the hit test with each shot. You can discharge weapons a number of times equal to twice your proficiency bonus; you regain the uses of this ability with each long rest. After you miss your second shot, all ammunition is lost and you don't hit anything else Ex: a revolver that has 6 bullets, and deals 1d6 damage. the first shot is normal, the 2nd has -1 on hit and causes 1d6+1 damage, the 3rd has -2 on hit and causes 1d6+2 damage [...] the 6th has -5 on hit and causes 1d6 +5 damage, but if you miss twice, you can't shoot anything else
- As part of a weapon's attack, you can conjure enough ammunition to fill its magazine. every shot made with this ammunition causes force damage, and you ignore the loading quality of that weapon
- your critical range increases by 1, going to 19-20 instead of just 20. if this is already your critical range, it increases to 18, and so on
- If your weapon jams or breaks due to a critical failure, you can spend an action and half the movement to try to fix it by making a Slight of hand test (DC13), if a weapon bursts and causes you damage, you only take half of the damage;
- you can wield 2 weapons at the same time. If there are 2 2-handed weapons, you receive -3 on all attack rolls and lose 5 feet of movement. (Short/long range weapons lose the ability to aim and shoot at close range given by this feat, the penalty given to unloading weapons is doubled, and the bonus damage remains the same)
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