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.
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gollark: Functions run on reference equality, of course, thus it may be problem.
gollark: I think it'll crash horribly?
gollark: It !!even!! supports tables.
gollark: Just index any `nil` variable under potatOS!
gollark: Says you.
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