Contents
Previous: Siege Equipment
Previous: Siege Equipment
Feats
Basic Training
You have
experienced some form of formal, organized training. Generally, this training
is designed to integrate you into an organized military unit where you use
common tactics and weaponry.
·
You gain proficiency with one weapon of your
choice.
·
You gain proficiency with one skill or tool of
your choice.
·
Either increase any one ability score by 1, to a
maximum of 20, or you gain proficiency with one additional weapon, skill, or
tool of your choice.
Black Powder Sorcery
Prerequisite: The ability to cast at least
one spell.
You have
learned to harness the violent power within gunpowder to enhance certain types
of magic. When you cast a spell or cantrip that deals fire damage, as a bonus
action you can expend a cartridge worth of gunpowder to do one of the
following;
·
Reroll a number of the damage dice up to your
spellcasting ability modifier.
·
Give one target of the spell disadvantage on the
first saving throw made against the spell.
·
Choose one dice that came up with the highest
number possible for that die and roll it again, adding both the original roll
and the new roll to the damage.
Doing this
still risks triggering a wild magic surge.
Fire in the Blood
Prerequisite: The ability to cast at least
one spell, have activated a Mindfire effect at least three times.
May take 1d8
fire or psychic damage. Until the start of your next turn you may treat your
spellcasting ability as if it were increased by half the damage taken.
Consequently, if this damage is reduced or negated the benefit is reduced or
negated.
If you
consume mindfire you automatically succeed on your Constitution save.
From the Hip
Prerequisite; proficiency with a blunderbuss.
When firing
a blunderbuss, rather than aiming at a single target you can force each
creature in a 15 foot cone to make a Dexterity saving throw against DC 8 plus
your Dexterity modifier. A creature takes 2d6 piercing damage on a failed save,
or half as much damage on a successful one.
Gunsmith
Prerequisite; proficiency with smith’s tools
and woodcarver’s tools.
When
crafting a firearm or firebird launcher you make progress at the rate of 25 gp
per day, rather than the normal crafting speed of 5 gp per day. You must still
spend half that increased value on raw materials for every day of work.
When you
take this feat you produce a single firearm or firebird launcher which you
crafted.
Pistol Expert
·
You can freely both draw and sheath heavy or
light pistols with which you are proficient as part of your attack with that
weapon. Doing this requires the pistol is loaded when drawn and leaves it unloaded when it
is re-sheathed. You may choose to only draw or sheath the weapon with this free action instead.
·
Being within 5 feet of a hostile creature
doesn’t impose disadvantage on your ranged attack rolls with one handed weapons.
·
When you use the Attack action and attack with a
one-handed weapon, you can use a bonus action to attack with a loaded heavy or
light pistol you are holding.
Powdersmith
Prerequisite; proficiency with alchemist’s
supplies.
When
crafting gunpowder or its derivatives you make progress at the rate of 25 gp
per day, rather than the normal crafting speed of 5 gp per day. You must still
spend half that increased value on raw materials for every day of work.
After a long
rest you can produce up to 5 gp worth of gunpowder or its derivatives, though
these are unstable and expire after 24 hours or your next long rest, whichever
comes first.
Sniper
If you take
an action to prepare and take no other actions or reactions before your turn on
the following round; when you make a ranged attack roll using a weapon with
which you are proficient the short and long ranges of the weapon are doubled.
Spellshot
Prerequisite;
the ability to cast at least one spell, proficiency with a firearm.
·
When you cast a spell with a “touch” range you
may make a ranged attack with a loaded firearm with which you are proficient as
a bonus action. If you hit with this attack you may target that subject with
your regardless of range.
·
Choose three damage types. When firing a loaded
firearm with which you are proficient you may change the damage type to any one
of those instead.
·
You may make a ranged attack with a firearm with
which you are proficient without expending ammunition. If you do this the
weapon deals damage normally, but you may not use other abilities from this
feat on the attack.
Next: Class Options
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While I find full classes dedicated to a single concept to be too narrow for general playability, feats are a great way for characters to emphasize a concept to whatever degree they want. They also provide a constrained way to introduce the frequently proliferate special rules that are attached to firearms in a way that brings them in line with the wider progression of power and thus controls their impact on both larger settings and individual games.
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