Sling Mastery
Sling Mastery is a homebrew feat for characters with extensive experience using slings. It makes slings more viable by improving loading, critical hits, and the ability to sling small lightweight objects that would normally be thrown by hand.
At a Glance
- Category: Homebrew feat / martial technique.
Details
Prerequisite: Dexterity score of 13 or higher.
The feat grants the following benefits:
- The character can load ammunition into a sling without requiring a free hand.
- When the character scores a critical hit with a sling, the target must succeed on a Constitution saving throw or become stunned until the end of the character's next turn. The DC equals 8 + the character's proficiency bonus + the character's Dexterity modifier.
- The character may use their free object interaction to load a Tiny lightweight item into the sling that would typically require throwing by hand. Examples include vials of acid or holy water, flasks of oil, bags of ball bearings, coins, alchemist's fire, or similar objects.
- As an action, the character can sling the loaded object to a space, a willing creature, or an unwilling target within the sling's normal range. If the target is a willing creature, it can use its reaction to catch the object. If the target is an unwilling creature and the attack hits, the attack deals normal sling damage plus whatever effects the object would normally have. For example, slinging a flask of oil can deal sling damage and coat the target in oil; if the oil is later set aflame, it can deal the normal extra fire damage.
- If the slung object misses or is aimed at a space rather than a creature, it lands in or near the target space at the DM's discretion.
Tags: buff.
Campaign Sling Ruling
This homebrew is intended to make slings more viable. In these homebrew games, slings using sling bullets have the same range as a shortbow: 80/320. When a sling is used with stones or other things, it has half that range: 40/160.
This range ruling also supports use with the Magic Stone cantrip and reflects the DM's view that the standard sling range is too short.
The ability to sling oil flasks, acid vials, holy water vials, ball bearings, coins, alchemist's fire, or similar lightweight objects intentionally requires this feat.
Sling Bullet Crafting
The campaign also includes homebrew equipment that allows a user to craft up to ten sling bullets in an hour, including during a short rest, if they have lead or another metal that can be melted. Silver coins are acceptable material, though costly.
