This feat can only be used with ranged weapons and/or ranged spell attacks.
Lock Charges: You gain a number of Lock Charges equal to your proficiency bonus. You regain all expended Lock Charges when you finish a long rest.
Lock On: As a bonus action, you can mark a creature you can see within 60 feet. A marked creature you can only target with any other skills of this feat. You can have a number of creatures locked at once equal to your proficiency bonus; marking a new creature beyond that limit ends the oldest lock. These marks last until you use Shotlock Barrage.
Shotlock Barrage: When you take the Attack action and make at least one ranged weapon attack or cast a ranged attack spell, you can use your Attack action to perform a Shotlock Barrage by spending 1 Lock Charge. If you do, make a separate attack roll against each creature you currently have locked (up to your proficiency bonus). Each attack uses your normal attack bonus and deals the normal damage for that attack (weapon or spell). On a hit, the attack deals an additional 1d6 force damage. After you resolve the barrage, all your locks end.
If you have Extra Attack, using Shotlock Barrage consumes your Attack action (you do not make your normal separate attacks that turn; the barrage replaces them).
Quick Release: As a bonus action immediately after you use Shotlock Barrage, you may spend 1 additional Lock Charge to push each creature hit by the barrage 5 feet away from you and impose disadvantage on their next attack roll. This extra effect can be used only once per short rest.
Scaling
- At 5th level, the additional force damage increases to 2d6.
- At 11th level, Shotlock Barrage can target one additional locked creature (i.e., you may lock one extra target beyond your proficiency-bonus limit for the purpose of the barrage).
- At 17th level, the additional force damage increases to 3d6, and Quick Release’s disadvantage lasts until the end of the target’s next turn.
Previous Versions
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2/1/2026 7:43:28 PM
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