Hello adventurers! Welcome to my spellbook! Today we’re going to be looking at dnd 5e Gunner feat which was found in the tasha’s cauldron of everything book and i don’t know guns have always been kind of a touchy issue in 5e simply because a lot of players want to use them and to some extent they are technically more friendly so yeah and there’s a bunch of charts in the dmg for them. That being said most dms don’t allow them because they’re kind of clunky at best and a lot of players don’t necessarily see the full benefit of them. That being said however this feat goes a long way towards making it somewhat possible, so hats off for that and also as a side not i’m having like a bunch of snow and ice removed out front of my place right now and it’s loud as heck i was waiting quite some time for them to kind of finish up and go away but they are taking their sweet time and it looks like at the rate they’re going they might like legitimately be here all day. In any case let’s move on to the full description of gunner.
You are able to use firearms with proficiency and add +1 to your dexterity.
You are able use firearms with both a sharp eye and a quick hand. These skills will provide you with the following advantages:
- This will increase your dexterity score from 0 to 20.
- You also gain the proficiency with the firearms you can see “Firearms” in the Dungeon Master’s Guide).
- Remember to keep firearms loaded.
- If you are less than 5 feet from the hostile creature, your ranged attack rolls will not be affected.
This is a very crossbow-expert-like style, which makes sense. Guns in 5e are almost taboo. I don’t know many dungeonmasters with firearms. They are almost impossible to use. It is fascinating to see the examples in dmg.
They don’t seem to be particularly good as far as i can tell. Al though i don’t know may be i’d have to use them to really say for sure. In any case let’s move on to its walkthrough.
It is really quite easy, which is wonderful. This will give you an additional +1 to your dexterity if you are less than five feet from a hostile animal. If you don’t mind the loading ability, you can also become proficient with firearms.
It is a beautiful overall design. That being said however is it worth the feat investment i don’t know in your world if you have guns and if you want to rp that up. The guns are mechanically sound. Man i don’t know when you look at the damage output of a lot of these guns and then you look at the cost associated with them. At least in terms of the renaissance items they’re not that great and the modern items they’re assumed to be priceless so. When i really look at it i don’t know 100% think it’d be worth it outside of rp.
That being said however if you are in a world where there’s a lot of guns and one of your players is like a rogue or some kind of range based character…you might want to consider just giving them this feat. This will make sense given the history of the world. That being said however that’s purely a call for the dungeon master to make. Now let’s get on to my personal thoughts.
While I’ve covered the majority of the points, I feel that it is important to mention guns. There is a possibility that wizards from the coast might be thinking about creating a variant of the gunslinger. This could be a positive transition.
Maybe they were just listening the public demand over it although in almost every game circle i’ve been in. There’s usually only like one player who wants to bring up firearms and the dm usually nerfs it to a point where it’s not really relevant by making it so that animals or creatures rather within a set amount of range become aware of your presence and as soon as you fire it you automatically fail any stealth checks stuff like that.
Which i think is a little bit unfair because the dmg’s examples are pretty balanced as far as i can tell. You might disagree with me, but you can see other uses.
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