Prerequisite: Dexterity 13 or higher, Proficiency with slings
Thanks to extensive practice with the sling, you gain the following benefits:
* Your damage die with a sling changes from a d4 to a d6.
* You may make melee attacks at full effectiveness while wielding a sling.
* You may use your bonus action to prepare a "wound-up" shot with your sling by building momentum. The first attack you make on your next turn with your sling uses 2d6 for its damage roll. While your "wound-up" shot is prepared you move at half speed and whenever you take damage, you must make a Dexterity saving throw with a DC of 10 or half the damage you take, whichever number is higher, to maintain your preparation.
.
-
View User Profile
-
Send Message
Posted Dec 27, 2018I'm mostly just commenting on these like the rest of my nonsense because why not.
Slings are an interesting weapon for a couple of reasons imo. To start with, I actually think they are mis-presented and therefor underappreciated, being a "simple" ranged weapon with only a d4 and no special range. A real sling wielded correctly can do a surprisingly incredible amount of damage. There are even, theoretically, staff-slings that are two-handed and could launch a stone harder and farther with greater accuracy than most bows or crossbows. But none of that really matters because what we are presented with is still interesting as one of the only two one handed ranged weapons, the other being a hand crossbow. This is interesting because it allows for one hand to be open for whatever you need it for or just for holding a shield.
Which brings us to the actual point of the feat; make slings comparable to hand crossbows, make them easier to use, and give them a little special something. The damage die bump I feel is real simple and easy to justify based on what I rambled on about above. Of course, I may be stretching reality a bit with the melee thing, but I can imagine a world in which whacking someone with a whirling sling would be effective and it makes it more appealing to a shield and sling kinda guy. The last one I'm actually really happy with as I feel it fulfills the idea that a sling can be incredibly dangerous, it just takes a bit of preparation and skill, and gives it something fairly unique in it's charging attack. I even feel it's decently balanced since you can't do it all in the same turn and you can get knocked out of it.