Modern Druid Image

You have embraced modern technology, realizing that technology and nature must be able to coexist. You are adept at using guns effectively. You have a quick hand and keen eye when employing firearms, granting you the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide) and tinker's tools.
  • You ignore the loading property of firearms.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack roll
  • If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.
  • All firearms are able to fire an extra round before reloading.
  • Field Strip: You may fix any broken weapon, during combat, as an action once per long rest.
  • You have advantage when using your Tinker's Tools to fix a jammed weapon. You do not, however, get advantage when fixing broken weapons. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion) at half the cost. Some extremely experimental and intricate firearms are only available through crafting. To craft a new weapon, it will take 1d20  x the average damage (rounded down) minutes (see Firearm table below). Costs are determined by the DM. Custom weapon crafting times and costs are at the DM's discretion.
  • At the DM's discretion, you may draft a non-magical device that does not use electricity to aid your party. These devices are immune to poison and psychic damage and can have resistance or immunity to certain types of damage, depending on what they are made of (at the DM's discretion). Each device must be DM - approved and the DM will decide how long it takes you to draft up a device, and if you will need any prerequisites to "come up with" the device. AC, hitpoints, and cost can be calculated by the following charts (time is at the DM's discretion):

Object Armor Class

Substance AC Substance

AC

Cloth, paper, rope 11 Iron, steel 19
Crystal, glass, ice 13 Mithral 21
Wood, bone 15 Adamantine 23
Stone 17
Object Hit Points
Size Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6)
Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
Large (cart, 10-ft.-by-10-ft. window) 5 (1d10) 27 (5d10)

Material Costs

Trade Goods
Cost Goods
   
1 sp 1 lb. of iron or 1 sq. yd. of canvas
5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth or glass
1 gp 10lb. of wood or 1 ounce of crystal.
5 gp 1 lb. of silver or 1 sq. yd. of linen
10 gp 1 sq. yd. of silk or 5 lb. of bone
15 gp 50 yd. of rope
50 gp 1 lb. of gold
500 gp 1 lb. of platinum

 

 

The DM can modify any of these numbers according to logic, or just because the DM is god. Larger objects can be broken up into different parts, such as a hull, sail, and keel for a boat. Each part's AC, hitpoints, and cost can be calculated separately. Untrained workers can reduce the time by five hours per day. Skilled workers can reduce the time by fifteen hours per day.

 
 
 
 
Modern Druid Image

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