E.G.O: Outis' Magic Bullet can be used an infinite amount of times. However, it requires the player first make an attack with the [Magic Bullet] weapon, then consumes the rest of the players attack actions. Then deal the weapons base damage in addition to the effects and additional damage of the Magic Bullet feat. Additionally, they may only either make a bonus action or a reaction until the start of their next turn.
[Before Attack] At 0 Magic Bullet, gain 1 Magic Bullet (1 Magic Bullet can be aquired per round where the action was used to attack the enemy with the [Magic Bullet] weapon).
- Magic Bullet value determines the bullet to fire.
·The First Magic Bullet. Deal an extra 2d8 magical piercing damage to target.
·The Second Magic Bullet. Deal an extra 1d8 magical piercing damage to target. Additionally, the target must make a Strength DC 16 saving throw or be knocked prone.
·The Third Magic Bullet. Deal an extra 2d8 magical piercing damage to target and hit 2 enemies.
·The Fourth Magic Bullet. Deal an extra 3d8 magical piercing damage to target and hit 2 enemies.
·The Fifth Magic Bullet. Deal an extra 3d8 magical piercing and 2d8 fire damage to target and hit 3 enemies. Additionally, they have disadvantage on their next attack roll.
·The Sixth Magic Bullet. Roll with advantage and deal an extra 4d8 magical piercing damage as well as 3d8 fire damage to target and hit 3 enemies.
·The Seventh Magic Bullet. Ignore the opponents AC and resistances (if immune, change to resistant for the attack) and deal 20d8 magical piercing damage. Additionally, deal an extra 1d8 fire damage for every 10hp missing on self. After attack, the player's HP drops to 0 and automatically starts with a failure on their death saving throws.
If the main opponent was killed using this feat, all opponents within 15ft of the killed enemy must make a Dexterity saving throw DC 13. On a failed save, they take 4d8 fire damage, and half as much on a successful save.
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