Ammo Understanding (5e Feat)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: The effects of this feat seem to not fit well as a feat. As such, this feat should probably be converted into something else like a variant rule that fully explains the crafting and use of said ammo.


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Scales.png This page is of questionable balance. Reason: It is not made explicit which weapons these rounds are used with, how exactly they are created(time, proficiency/tools needed, ect.), or how they are used. It does not make sense that people with proficiency in firearms get penalties for using ammo, plus features should generally not penalizing pcs in 5e. The mechanics do not work well with 5th-edition standards in regards to a feat(they would work if the ammo was just items though). For example, DC should not static: when you attack with a shredder round you just set the DC (probably 8 + your Dexterity modifier + your proficiency bonus) for the targets in the cone. Besides that, the feat is also far too powerful as it is a half feat that gives you access to a ton of different features related to firing certain ammo.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
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Ammo Understanding

Prerequisites: Proficiency in Firearms
An ammo nut who wants to show his skills.

  • Your Dexterity increases by 1 to a total of 20
  • AP rounds: when you hit a creature and there's a creature at least 15 feet straight behind, the bullet keeps the same attack roll it had for the first creature.
  • Splinter shot: this works like a magic spells line effect but stops 10 feet past its first creature hit with it and any creature with in that 10 feet has to make a dex saving throw (probably 8 + your Dexterity modifier + your proficiency bonus) the creature takes no damage on a pass, on a fail the creature takes half.
  • Air burst rounds: when a creature is hit with this any creature that's with in 5 feet must make a dex saving throw (probably 8 + your Dexterity modifier + your proficiency bonus) on pass they take no damage, on fail they take half the damage the main creature took.
  • Tracker rounds: when a creature is hit with this any attack made against them gains advantage, you don't gain advantage when using other types of bullets from this feat, the advantage lasts till the end of your next turn.
  • Shredder rounds: fire a 15 feet cone of shrapnel, any creatures in the cone will have to make a dex saving throw (probably 8 + your Dexterity modifier + your proficiency bonus) to take no damage and lose no AC, on fail the creature takes half damage and loses 1AC ( a creature can only lose a total of 5AC )

When making the bullets it requires 20 gold pieces of materials to make 5 bullets. The damage depends on the weapon in use. Any creatures that try to use these bullets and don't have this feat gets -4 on attack rolls



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