Prerequisite: Requires a Dexterity score of 13 or higher
Having extensive experience using slings, you gain the following benefits:
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Your mastery of this simple ranged weapon enables you to load ammunition into the sling without requiring a free hand to do so.
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When you score a critical hit when using your sling, the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or become stunned until the end of its next turn.
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You may utilize your object interaction to load a small lightweight item from the sling that would typically require throwing by hand. (Vials or acid or holy water, bags of ball bearings, or coins are examples of the types of items that may be used.) Slinging an object in this manner will cause the normal bludgeoning damage that sling bullets would, and with normal sling range, but will also carry the effects that throwing such items normally would. (Vials breaking, ball bearings being scattered, etc.)
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Posted Nov 14, 2021I really think slings should be a more viable option. Almost no one ever takes it, in my experience. I make the following changes to slings:
When a sling is used to hurl sling bullets, the range is 80/320, the same as a shortbow. When it is used with stones or other things it gets half that range so it is 40/160.
This makes it make sense when using it with the Magic Stone cantrip. It also helps make it more realistic. I have seen more than enough evidence that the standard range given for slings is way too short.
I also homebrew a piece of equipment that allows a user to craft up to 10 bullets in an hour, as in during a short rest, if they have some lead or other metal that can be melted. Silver coins would be acceptable, if a bit costly.
This feat adds additional benefits to using a sling, such as the ability to sling an oil flask or vial of acid. (The implication that to do so requires this feat is intentional.)