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Lvl 9 Build: Ranger (Gloomstalker) lvl 5 Rogue level 2 Fighter level 2 You get your Dread Ambusher, Zephyr Strike, Archery Proficiency, Sneak Attack, and Action Surge. You'll basically destroy legendary creatures first turn and leave your party wondering why they even showed up. Human level 5 Gloomstalkers with handcrossbows can start every fight with 4 sharpshooter attacks, which is upwards of 80 damage potentially with luck. If elf, you can grab Elven Accuracy at level 8, Human Crossbow Expert early levels. Fighter can grab Samurai, which is weird lorewise to make an Elven Sharpshooter Samurai but amazingly works well.
the arcane trickster in my group has this and tried the thunderwave shotgun and argued that it was an improvised ranged weapon and that each bearing did it's own damage so 100x 1d4 +10, so minimum was 1100 damage at low level, after that it was ruled that it would be one shot only, stil was a fun way to announce our arrival at the BBEG's lair, he used it against the main door, the door got obliterated and so did everything behind it
Also I do need to remind you, thrown weapon are okay with Feats as well. Monk can use dart or bow and arrow, Way of the Kensei with this Feats be over power. Not only at level 6, it will become Magic Kensei Weapons.
I can see this feat being way too strong on longbow rangers in open terrain, just raining down arrows from 600 feet without a care of anything but full cover.That's probably why it usually gets vetoed. But man I need this on my eldritch knight axe thrower so badly.
thank you so much. I couldn't find this feat anywhere online. I needed this for my wood elf ranger. i also love that you put a text description so that i could copy paste it onto d&d beyond.
Totally wanna use this with an Arcane Archer someday, make a War-Veteran kind of guy (even the ribbon features of the class like "you learn Prestidigitation cantrip" could add flavor to his story like saying he used it to change the flavor of the grub he had to eat for months on end during his time deployed as a sniper.)
War cleric guided strike can add a +10 to the dice roll almost ensuring you hit. You can use 5 levels in Ranger and 2 in War Cleric. Also the first level ability of the War Cleric allows for 1 aditional attack as a bonus action (limited uses) meaning a total of 3 shots per turn. From there either go full rouge or add 3 more levels of Ranger for the defensive skill and ability score improvement and then go full rouge (assasin for damage).
Level six build 2 Wizard (War magic) Literally only for the level 2 class feature, take mostly non combat spells 4 fighter (arcane Archer) Added utility+damage, can use the wizard ability without worrying about the downside of being forced into cantrips, because you don't use spells in combat often, generally get to benefit from fighter stuff
You know what also best for this Feats? Fighter any Sub-Class or Artificer Battle Smith + Crossbow Master + that Feats= pick A or B? A. You get 4 shot with Heavy Crossbow at level 5. B. You have Magic Weapon with Unlimited Ammunition + attack 2 time and +1 hit/damage roll.
@@OjamaIndigo Yes that true but Battle Smith can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. If you play Battle Smith, this be good for it because of 2 things, your Spellcasting is Int. So with that, you don't need put lot of point into Dex. Other Artificer need Dex to use this Feats properly and they have spend time having there Dex score up.
Sharpshooter > GWM as ranged weapons base damage is lower that +10 damage makes much more difference, and remember this applies to ALL ranged weapons. You can whoop out a sling and attack someone behind 3/4 cover 60ft away and potentially deal 18 damage.
Amusingly I looked some stuff up.... They are ranged weapons but I gues "improvised" is a thing. That twitter guy clarified that improvsed are weapons in the moment you're using them. So once you declare an attack they are a weapon. So you could elect to take the negatives. He also clarified that Acid Flask and Alchemist Fire add normal bonuses to ranged weapon attacks--such as the Dex. Meaning acid does 2d6+dex and Alch fire does d4+dex (not on impact just on their turn). So.... with this, you could rock 2d6+dex+10. or d4+dex, and going by that dclarification +10 per round with alchemist fire. Quite expensive one use weapons there. d4+13 a round is kind of a ton of damage honestly. Though the opportunity cost is huge between the two feats and a not small amount of gold, and in comparison to other actions. Which would actually make it worth crafting alchemist fire. (costy and takes an action compared to spells or other attacks) I'd love to do this with a tavern brawler and an Alchemist character. that is of course, assuming the clarification thing is valid in one's game. fluff wise it does make sense. You get dex from aiming it better and sharpshooter is you aiming it amazingly.
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I feel like critiques of this feat are based on map usage. It's a long range weapon used appropriately, instead of within the general range of melee fighters...which is the whole point of long range weapons. Advance and use cover in the edition of D&D that has the most mobile rule set yet. As for the first strike for assassin, it's not broken. It's a hyper specialized attack, useful in a very specific niche. It should be powerful, they are an assassin. There are plenty of ways around it as a gm and what's more interesting is having players need to deal with it in an NPC.
I’m currently playing an Arcane Trickster, my main weapons are shadowblade and a plus 2 long bow. I’m taking this feat so I can throw my shadowblade 60ft with no penalty and so I can PowerShot with my long bow.
Yup, either start out as an elf to get the proficiency. Or if you really want to get spicy, try a small dip into fighter haha! I really appreciate you taking the time to comment! Feel free to use the Discount Code 'COMMENT', and get a free One Shot at chancesguild.com/collections/job-board!
*ADVENTURE IS CALLING! If you have a craving to play D&D or want to experiment with a new character, please come to our Interactive Campaign!*
ruclips.net/channel/UC9psrDU3oftnU49mrbUNWLA
This is an extremely powerful feat. This feat has been game breaking.
It's honestly super amazing!
I disagree. It's powerful but not game breaking.
Sniper: "I told you snipin' was a good job."
Lvl 9 Build:
Ranger (Gloomstalker) lvl 5
Rogue level 2
Fighter level 2
You get your Dread Ambusher, Zephyr Strike, Archery Proficiency, Sneak Attack, and Action Surge. You'll basically destroy legendary creatures first turn and leave your party wondering why they even showed up.
Human level 5 Gloomstalkers with handcrossbows can start every fight with 4 sharpshooter attacks, which is upwards of 80 damage potentially with luck.
If elf, you can grab Elven Accuracy at level 8, Human Crossbow Expert early levels.
Fighter can grab Samurai, which is weird lorewise to make an Elven Sharpshooter Samurai but amazingly works well.
Very cool build idea! According to my friend carter Samurai were actually originally ranged fighters, so I think it makes sense haha!
the arcane trickster in my group has this and tried the thunderwave shotgun and argued that it was an improvised ranged weapon and that each bearing did it's own damage so 100x 1d4 +10, so minimum was 1100 damage at low level, after that it was ruled that it would be one shot only, stil was a fun way to announce our arrival at the BBEG's lair, he used it against the main door, the door got obliterated and so did everything behind it
MY GAWD!!! THAT"S LITERALLY INSANE!!!
Question: how the hell did your dm allow such ridiculous damage at such a low level?
Also I do need to remind you, thrown weapon are okay with Feats as well.
Monk can use dart or bow and arrow, Way of the Kensei with this Feats be over power. Not only at level 6, it will become Magic Kensei Weapons.
Great point! Thank you soooo much!
But only the first two points, not the damage.
I can see this feat being way too strong on longbow rangers in open terrain, just raining down arrows from 600 feet without a care of anything but full cover.That's probably why it usually gets vetoed.
But man I need this on my eldritch knight axe thrower so badly.
Haha I would be down to play that build, there's not enough axe throwers in DnD
thank you so much. I couldn't find this feat anywhere online. I needed this for my wood elf ranger. i also love that you put a text description so that i could copy paste it onto d&d beyond.
I'm happy I was able to help!
I still can't find this bloody feat lol
Tried it with heavycross bow (assassin, 2 levels fighter dip) and i have to say, that's a lot of damage.
Great point!
Totally wanna use this with an Arcane Archer someday, make a War-Veteran kind of guy (even the ribbon features of the class like "you learn Prestidigitation cantrip" could add flavor to his story like saying he used it to change the flavor of the grub he had to eat for months on end during his time deployed as a sniper.)
this feat and crossbow expert and Ranger Hunter to being able to use volley
You'd have to be mindful of the load property. Outside of that it should work though!
First the feat that every Archer wants
Very true!
And ur angry wizard
@@jasongibson2561 as of right now yes
What a pity that it can't be combined with eldritch spear invocation.
10/10 content
War cleric guided strike can add a +10 to the dice roll almost ensuring you hit.
You can use 5 levels in Ranger and 2 in War Cleric. Also the first level ability of the War Cleric allows for 1 aditional attack as a bonus action (limited uses) meaning a total of 3 shots per turn.
From there either go full rouge or add 3 more levels of Ranger for the defensive skill and ability score improvement and then go full rouge (assasin for damage).
Level six build
2 Wizard (War magic)
Literally only for the level 2 class feature, take mostly non combat spells
4 fighter (arcane Archer)
Added utility+damage, can use the wizard ability without worrying about the downside of being forced into cantrips, because you don't use spells in combat often, generally get to benefit from fighter stuff
Very interesting idea!
You don't multiply the + 10 you just double all rolled dice unless you have house ruled it where you double the + 10 damage.
Haha Thank you for the clarification, although I'm pretty sure the + just looks like a *!
You know what also best for this Feats?
Fighter any Sub-Class or Artificer Battle Smith + Crossbow Master + that Feats= pick A or B?
A. You get 4 shot with Heavy Crossbow at level 5.
B. You have Magic Weapon with Unlimited Ammunition + attack 2 time and +1 hit/damage roll.
Marcos Guzman for B it’s not just battle smith I think it’s all artificers
@@OjamaIndigo Yes that true but Battle Smith can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
If you play Battle Smith, this be good for it because of 2 things, your Spellcasting is Int. So with that, you don't need put lot of point into Dex. Other Artificer need Dex to use this Feats properly and they have spend time having there Dex score up.
AWESOME build ideas!
Haha I really gotta read up on the Artificer!
Sharpshooter > GWM as ranged weapons base damage is lower that +10 damage makes much more difference, and remember this applies to ALL ranged weapons. You can whoop out a sling and attack someone behind 3/4 cover 60ft away and potentially deal 18 damage.
Arcane Archers are likely to take this one too
Good point! Thank you so much!
Hrm. If you have tavern brawler. Does this work with acid flask add improvised thrown stuff?
Improvised weapons status as a session is very weird
To be honest, I'd leave it up to the DM! It's a little confusing on how the feats are worded!
Amusingly I looked some stuff up....
They are ranged weapons but I gues "improvised" is a thing.
That twitter guy clarified that improvsed are weapons in the moment you're using them. So once you declare an attack they are a weapon. So you could elect to take the negatives.
He also clarified that Acid Flask and Alchemist Fire add normal bonuses to ranged weapon attacks--such as the Dex. Meaning acid does 2d6+dex and Alch fire does d4+dex (not on impact just on their turn).
So.... with this, you could rock 2d6+dex+10. or d4+dex, and going by that dclarification +10 per round with alchemist fire.
Quite expensive one use weapons there.
d4+13 a round is kind of a ton of damage honestly. Though the opportunity cost is huge between the two feats and a not small amount of gold, and in comparison to other actions. Which would actually make it worth crafting alchemist fire. (costy and takes an action compared to spells or other attacks)
I'd love to do this with a tavern brawler and an Alchemist character.
that is of course, assuming the clarification thing is valid in one's game.
fluff wise it does make sense. You get dex from aiming it better and sharpshooter is you aiming it amazingly.
I made a redemption pally with a heavy cross. Not super efficient but he's fun at different situations
Haha I find: The best kind of character, is the one you enjoy playing!
I really appreciate you taking the time to comment! Feel free to use the Discount Code 'COMMENT', and get a free One Shot at chancesguild.com/collections/job-board!
I feel like critiques of this feat are based on map usage. It's a long range weapon used appropriately, instead of within the general range of melee fighters...which is the whole point of long range weapons. Advance and use cover in the edition of D&D that has the most mobile rule set yet.
As for the first strike for assassin, it's not broken. It's a hyper specialized attack, useful in a very specific niche. It should be powerful, they are an assassin. There are plenty of ways around it as a gm and what's more interesting is having players need to deal with it in an NPC.
I agree, a creative GM can solve any problem!
It's good to pick Crossbow Expert and Sharpshooter for a Blood Hunter, Lycan, having in mind that Crimsom Rite could add a 1d with every attack?
For an attack you don't make a roll for (like the assassin's garunteed critical), do you benefit from the +10?
You still have to roll to hit. It’s a critical on a hit
I’m currently playing an Arcane Trickster, my main weapons are shadowblade and a plus 2 long bow. I’m taking this feat so I can throw my shadowblade 60ft with no penalty and so I can PowerShot with my long bow.
Ranged fighters get a lot out of this feat because they can use the feat so many times per round.
Good point!
Looking at taking this as a Gunslinger Fighter, to take advantage of Trick Shots by level 10.
I wanna make a mage that uses this feat any tips
Yup, either start out as an elf to get the proficiency. Or if you really want to get spicy, try a small dip into fighter haha!
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Only one attack rigth???
Nope on every attack you choose to take the penalty of -5 you get +10 damage
Be a human arcane archer take this test use evocation arrows have fun