Third Hand Marksman (5e Feat)
Third Hand Marksman
Prerequisites: Access to the mage hand spell, Dexterity 13 or higher.
You can use your magic hand in synchrony with your shooting skills.
- When your mage hand is active, you gain one additional interaction with object on your turn to interact with a ranged weapon.
- You ignore the loading property of weapons, and you can use your reaction to reload a weapon with the reload property when your mage hand is active.
- You can use your mage hand and one of your hands to hold a ranged weapon with the two handed property, keeping one of your hands free.
Special. If you use the Matthew Mercer rules for firearms, you also gain the following benefit:
- While your mage hand is active, you can use your bonus action to reload or repair a misfired weapon.
Back to Main Page → 5e Homebrew → Feats
gollark: In Element connected to matrix.org, that is.
gollark: There's a room directory listing them in size order on matrix.org.
gollark: There are some big servers, like the Rust one.
gollark: The main issue I have with Matrix is that because it needs to keep all the room history ever and resolve events with it, in big (thousands of people and long history) rooms your server might run out of RAM.
gollark: Your client connects to a homeserver. That then connects to others to agree on what a room has in it.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.