i try to grab you with my ghost hand, i miss, still damage you though. this is just the evocation wizards 6th level ability but for cantrips with attack rolls, with no justification. a feat that really needs help, just not this help: why this instead of the -5 to hit +10 to damage? how is this one more interesting? so you make sharpshooter less unique to increase it's damage, but only when you're already winning. it's just a mirror of great weapon master. when a creature is within 5ft of you? that's already part of crossbow expert. This attack uses the same ability modifier as the primary attack. when is this relevant? if a target is prone? extremely rare tactic. You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. really it's just a rogue feat now instead of something useful for martial classes that want to be an archer. so when you are more likely to hit you are more more likely to hit. i ask why you should do that if it wasn't for this weirdly put together feat? (also raw you don't benefit from extra attack with a readied action) (The combination of Polearm Master and Sentinel is what adds. the clear intention is to increase the reach, then ready your action to attack someone off your turn. Great Weapon Master, Spell Sniper, Polearm Master and Sharpshooter tend to cause problems. why? it's easy to exploit at the cost of your reaction, makes no sense. same, but i like the clarification.Īdvantage on a readied action. what? if you need to hold down a large area with sentinel with your one reaction? without sentinel it's just a higher chance to get an aoo, which certainly can be good, but not this good.Īoo on entering range. martial classes often have something to do with their bonus action so this is a cost for. Increase the reach at the cost of a bonus action. Ok, i think all 3 aren't good enough to be worth using. Going from 10ft radius threat zone to 15 is potentially important, considering the area of a circle doesnt scale linearly at all The rest I like, though what i did for my PAM rework was to give a shield-master-esque "trip" on a BA. That's turning 2 (3 at lvl5) attacks into 1 per turn, from Action + Reaction to just Reaction. So holding off your Attack action (especially after level 5) to get a single attack at advantage would nearly always be bad. With PAM already giving you the opportunity attack option, your reactions will most likely already trigger an attack most turns. Not a fan of this tbh.įor PAM, I mostly like this but the Ready action thing is. If an archer could get half damage on their miss it might be fine, but really this would just serve to make casters with ranged attack cantrips always the best option, as they're guaranteed to do some damage. With that taken into consideration, I feel like Sharpshooter has a mostly-useless perk unless you're a Skyrim stealth archer.įor Spell Sniper, I would either make it apply to saving throws as well, or completely axe the half-dmg. So quick question, how are ranged attackers meant to gain advantage? Hide-spamming like a Rogue or goblin? You dont get stuff like Prone, Reckless Attacks, or even classic flanking (which I'm not personally a fan of anyway).
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