![]() ![]() Not for any particular campaign, but for standing on its own. I've been wanting to try a Sharpshooter Build build for a while, but I'm unsure of how to wrap it up. Feats are not remotely balanced.Hey there. It's tied to a short-rest resource, but you get to choose not to use it when your roll is high enough to not need it, or low enough that it couldn't help anyway.Īll of this shares the same mechanical space as feats like Savage Attacker, which in the best use case of wielding a d12 greataxe, adds an average of just under 2 damage per turn. On top of all that, any sharpshooter archers tend to pick up battlemaster maneuvers, and precision attack will massively improve your damage output. This improves the benefit granted by sharpshooter to a 25% boost. If you add the Archery fighting style to things, the numbers change to 6.4 without sharpshooter, and 8.025 with it. This is on top of the other benefits that the feat provides. This yields an average effective damage of 7.05 per attack, which is nearly 20% more damage than normal. This brings the modified figures to 35% chance to hit (5% less for each point of attack) for 1d8+15 damage. The 'power attack' portion of the sharpshooter feat adds 10 more damage to each attack at a -5 attack penalty. Factoring in normal crit chance as well, this means each attack on average deals 5.925 effective damage. ![]() Let's assume a base 60% chance to hit with a longbow that deals something like 1d8+5 damage per attack. If you use it, the feat may be more useful, but only insofar as it removes his need for careful positioning. I personally don't use the cover from hiding behind another creature rules, since it just makes hallways annoying rather than adding anything fun. I don't use it that much, unless it's a very specific situation (like monsters attacking from on top of a cliff). How useful this part is depends on how much you as a DM like to use cover. ![]() but 90% of the time (in my experience) fights take place within a 30-90 yard radius to start with, so this part of the feat will rarely be used.Ĭover is a frustrating mechanic for a ranged class. ![]() The range bonus helps you snipe down a fleeing enemy. Usually it's used on low-armor targets, which tend to be pretty easy to kill anyway. The -5 to hit, +10 to damage is nice, but you're much more likely to miss. It's useful, but remember he's giving up 5% chance to hit and make dex saves/checks in order to get it, and the bonuses are situational. That's the dynamic of 5e: the fighter gives up having the ability to instantly trivialize or bypass encounters a few times a day in order to be slightly better at dealing HP damage to single targets all day long. Encounters can be bypassed entirely with clever use of many other spells. An encounter of 4 goblins against a level 1 party (rated "hard" by encounter-building guidelines) can be trivialized by the average roll on a Sleep spell (and outright won by a good roll). You don't get to make attacks of opportunity to dissuade baddies from rushing your squishier party members, and if any hostile enemy is adjacent to you, you're firing with disadvantage unless you take yet another feat.įinally, for purposes of making HP go down, sharpshooter is good (not as good as taking crossbow expert or polearm master at level 1, imo), but in the context of the game as a whole, it's not a huge deal. To gain sharpshooter at level 1, he gives up at least one ability score point and useful features from picking a different race: Darkvision, resistance to damage types, immunity to conditions, the trance feature, the ability to reroll natural 1's, free cantrips/spells, stronger crits, the chance to stay on your feet when dropped to 0 HP, the ability to fly, etc.Īrchery itself has a few downsides as well, even with Sharpshooter. First, consider the opportunity cost of variant human. ![]()
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