Special Magazine Image
Prerequisite: 3rd Level or Higher, Proficiency with Firearms, Dexterity 14+ and Wisdom 14+
 

You have mastered the creation of specialized ammunition and developed a custom drum magazine capable of quickly cycling between different ammunition types.

At the end of a Long Rest, you can craft a number of special rounds equal to twice your Proficiency Bonus, divided among the ammunition types below. You can never have more than 10 special rounds of Specific type at a time.  

Each special round deals the weapon's normal damage in addition to its listed effects. Unless otherwise stated, special ammunition is consumed upon use.

Loading your Special Magazine requires an Action. While the magazine is loaded, you can switch between ammunition types as a Bonus Action.

Masterwork Drum Magazine (Level 8)

At 8th level, you permanently integrate your Special Magazine into your firearm.

You no longer need to spend an Action to load the magazine, while retaining all benefits of the feat. Switching ammunition types still requires a Bonus Action.


Explosive Round

The primer of this bullet glows crimson red.

When this round hits a creature, the target takes an additional 2d10 Thunder damage. In addition, creatures within 10 feet of the target take 2d6 Thunder damage, and creatures within 20 feet take 2d4 Thunder damage.

If the attack misses or strikes an object instead, the explosion originates from the point of impact.

Only the primary target may be affected by Sneak Attack damage.

Improved Explosive Rounds (Level 8)

Add 2 more of the chosen dice type to damage.

In addition, when you deal damage with an Explosive Round, add your Wisdom modifier to the damage of the triggering attacks.

Careful Shot (Level 8)

When you fire an Explosive Round, you may choose a number of creatures equal to your Wisdom modifier (minimum of one creature). Chosen creatures automatically avoid the explosive blast and take no damage from the area effect.


Electrifying Round

The primer of this bullet glows bright blue.

When this round hits a creature, it takes an additional 1d6 + your Wisdom modifier Lightning damage.

The target must also succeed on a Constitution saving throw (DC = 14 + your Wisdom modifier) or become Stunned until the end of its next turn.

Improved Electrifying Rounds (Level 8)

The additional Lightning damage increases to 2d6 + your Wisdom modifier.


Piercing Round

The primer of this bullet glows golden yellow.

This ammunition is designed to penetrate even the strongest defenses.

When you make an attack with this round, reduce the target's AC against the attack by an amount equal to your Wisdom modifier (minimum 1).

On a hit, the target takes an additional 2d6 Piercing damage.

Improved Piercing Rounds (Level 8)

increase the damage to 3d6. When you fire a Piercing Round, draw a line from you to the target. The attack continues through all creatures in that line. Make a separate attack roll against each creature in the line, using the same ammunition. 


Immunity-Breaking Round

The primer of this bullet glows deep violet.

When this round hits a creature, it ignores any Resistance or Immunity the target has against the attack's damage type.

The target also takes an additional 3d6 + your Wisdom modifier Piercing damage.

Sniper Shot (Level 8)

You gain access to a devastating precision shot.

When making an attack with an Immunity-Breaking Round, you may declare it a Sniper Shot before rolling.

A Sniper Shot scores a Critical Hit on a roll of 17–20.

Additionally, when you score a Critical Hit with a Sniper Shot, roll one additional weapon damage die when determining the critical damage.

This increases to:

  • 2 additional weapon damage dice at 12th level
  • 3 additional weapon damage dice at 16th level

Healing Round

The primer of this bullet glows emerald green.

When this round hits a creature, that creature regains 2d6 + your Wisdom modifier Hit Points.

A willing creature can choose to be automatically hit by this attack.

Explosive Healing Rounds (Level 8)

The primer of this bullet glows vibrant green.

When this round strikes an ally, the ally regains 2d6 + your Wisdom modifier Hit Points.

In addition, allies within 10 feet regain 2d6 Hit Points, and allies within 20 feet regain 2d4 Hit Points.

If no ally is struck directly, the healing effect originates from the point of impact instead.


 Warding Round

The primer of this bullet glows soft silver-white.

When you hit a creature with this round, you may choose a willing ally within range instead of an enemy.

That ally gains a +2 bonus to AC until the start of your next turn.

Improved Warding Rounds (Level 8)

The bonus to AC increases to +3.

In addition, the ally gains temporary hit points equal to your Wisdom modifier + your proficiency bonus.


Covering Fire Round

The primer of this bullet burns dull orange.

When you hit a creature with this round, the target takes normal damage, and its movement becomes impaired by suppressive fire.

Until the start of your next turn, the target’s speed is reduced by 10 feet, and it cannot take the Dash action.

In addition, the first time the target makes an attack before the end of its next turn, that attack is made with disadvantage.

Improved Covering Fire (Level 8)

When you hit a creature with this round, you can designate it as suppressed.

A suppressed creature:

  • Has its speed reduced by half
  • Cannot take reactions
  • Has disadvantage on the first attack it makes before the end of its next turn

 

 

Special Magazine Image

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