D&D 5E Complete Revision of PHB Feats (wiki thread)

clearstream

(He, Him)
The goal of this feat revision is to broaden the range of feats that players choose, removing “trap feats” that waste a novice player’s ASI and slightly reducing the power of the very strongest feats. Feats are broken into "whole ASI", "half ASI", and "taxed". Note that the stat increase that is coupled with half ASI feats has been made a more flexible choice. Feats that have been reworded in any respect, are in red. In brackets with the title I note what I understand the purpose of a feat to be: if that is mistaken, chances are any tweaks will be mistaken.


Value of an ASI
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Seeing as the feats below are "priced" at one ASI, it's helpful to have a sense of what each is worth.

Strength—+1 to save (15%), attack, damage, manoeuvre DCs and athletics; unlocks chainmail, splint and plate; +2’ long jump, +1’ high jump, +15 lbs carrying; unlocks barbarian, fighter and paladin multiclass
Dexterity—+1 to save (25%), AC, initiative, attack, damage, manoeuvre DCs, acrobatics, sleight of hand, stealth and thieves’ tools; unlocks fighter, monk, ranger and rogue multiclass
Constitution—+1 to save (31%), HP/level, days without food, roll versus thirst, minutes holding breath
Intelligence—+1 to save (1%), spell attacks, spell DCs, prepared spells, arcana, gaming, history, investigation, nature and religion; unlocks Wizard multiclass
Wisdom—+1 to save (23%), spell attacks, spell DCs, prepared spells, animal handling, insight, medicine, perception and survival; unlocks cleric and druid multiclass
Charisma—+1 to save (5%), spell attacks, spell DCs, prepared spells, deception, intimidation, performance and persuasion; unlocks bard, paladin, sorcerer and warlock multiclass; an inspiration die for bards


Whole ASI Feats
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The feats below do not come with an ability score increase so can be worth a whole ASI.

Alert (ensures action priority)
You gain a +5 bonus to initiative, and you can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Crossbow Expert (adds expertise to crossbows, and pays off light crossbow with a bonus attack)
When using a crossbow with which you are proficient, you can add half your proficiency bonus again, rounded down, to attack rolls you make with it, and your full proficiency bonus to the damage roll. When you use the Attack action to attack with a one-handed weapon, you can use a bonus action to load and attack with a hand crossbow you are holding. Being within 5 feet of a hostile creature doesn’t impose disadvantage on attack rolls you make with hand crossbows.

Great Weapon Master (pays off high strike damage in melee with a bonus attack)
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Once per turn, before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a −5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Healer (a non-caster can act as healer)
When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Lucky (helps a character shape the narrative)
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

Magic Initiate (gives all characters the option to take minor casting, opening up numerous concepts)
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and gain one first level spell slot. You regain this slot when you finish a long rest. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You always have your chosen 1st-level spell prepared, and it doesn’t count against the number of spells you can prepare each day.

Mobile (protects light and unarmoured melee)
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Polearm Master (pays off a polearm with a bonus attack and crowd control)
When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Sharpshooter (shifts a ranged weapon toward high strike damage)
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks downgrade half cover to none, and three-quarters cover to half. Once per turn, before you make an attack at normal range with a ranged weapon that you are proficient with, you can choose to take a −5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Shield Master (gives shield user control with a bonus action, instead of an attack)
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Tough (greatly improves survivability)
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).


Half ASI Feats
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The feats below come with a 1 point ability score increase, so their other aspects can be worth half of an ASI.

Armor Master merges Heavy Armor Master with Medium Armor Master (pays off medium and heavy armour with greater protection)
Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
If you are proficient in medium armour, wearing it doesn’t impose disadvantage on your Dexterity (Stealth) checks and you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
If you are proficient with heavy armour, then while you are wearing it, bludgeoning, piercing, and slashing damage that you take is reduced by 3.

Dual Wielder (slightly improves AC and damage of 2WF melee)
Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Duelist Prerequisite: Dexterity 13 or higher; merges Defensive Duelist with Savage Attacker (protects and enhances one-handed melee)
Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
When you are wielding a one-handed melee weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Once per turn when you roll damage for an attack with a weapon, you can reroll that attack’s damage dice and use either total.

Elemental Adept Prerequisite: The ability to cast at least one spell (increases spell flexibility and reliability)
Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can turn each damage die that comes up exactly one less than maximum, to its maximum. For example, rolling 3d6 you can turn each 5 into a 6.

Inspiring Leader Prerequisite: Charisma 13 or higher (a non-caster can aid allies)
Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Mage Slayer (assists melee to predict and counter casters)
Choose one ability; you gain proficiency in saving throws using the chosen ability.
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Martial Adept (gives all characters the option to take maneuvers)
Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your manoeuvres. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Mounted Combatant merges Charger with Mounted Combatant (pays off riding with damage or control)
Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
When your mount uses its action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). You can make the roll to shove using either your own, or your mount’s ability.

Observant merges Dungeon Delver with Observant (advantages social and exploration pillars)
Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores, and you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps and have resistance to the damage they deal. You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Ritual Caster Prerequisite: Intelligence or Wisdom 13 or higher (gives all characters the option to cast utility spells i.e. rituals)
Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Sentinel (gives melee control)
Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Skulker Prerequisite: Dexterity 13 or higher; merges Athlete with Skulker (advantages combat and exploration pillars)
Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
You can try to hide when you are lightly obscured from the creature from which you are hiding, and when you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Spell Sniper (gives all characters the option to cast an effective, ranged cantrip)
Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. Your ranged spell attacks downgrade half cover to none, and three-quarters cover to half. You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Spycraft merges Actor with Keen Mind (advantages social and exploration pillars)
Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
You always know which way is north and the number of hours left before the next sunrise or sunset, and you can accurately recall anything you have seen or heard within the past month. You can ably create written ciphers which others can’t decipher unless you teach them, or they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can also mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Tavern Brawler Prerequisite: Strength 13 or higher; merges Grappler with Tavern Brawler (improves effectiveness in improvised combat and grappling)
Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons. Your unarmed strikes use a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Once you have grappled a creature, you can use an action and make another grapple check to pin it. If you succeed, you and the creature are both restrained until the grapple ends. You have advantage on attack rolls against a creature you are grappling. You can grapple a creature up to two sizes larger than you, but cannot drag or carry it with you.

War Caster Prerequisite: The ability to cast at least one spell (protects a caster who wants to be in melee)
Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.


Basic Feats
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The feats below allow characters to step into other roles in terms of some game basics - weapons, armor, saves and skills. One option is to not have these feats. Another - suggested here - is to exempt them from the usual balancing so that even with a 1 point ability score increase they can fall below the value of an ASI.

Heavily Armored Prerequisite: Proficiency with medium armour
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency with heavy armour.

Lightly Armored
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency with light armour.

Linguist
Increase one ability score of your choice by 1, to a maximum of 20.
You learn three languages of your choice. When you learn a language as a downtime activity, the training lasts only 30 days at 1gp per day.

Moderately Armored
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency with medium armour and shields.

Resilient
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.

Skilled
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in any combination of three skills or tools of your choice.

Weapon Master
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in all simple and martial weapons.


[Edited to weaken Toughness and Magic Initiate, and move the latter into Whole ASI Feats. And to merge Defensive Duelist with Savage Attacker instead of adding new mechanics. Edited to change Elemental Adept, removing metamagic and fixing the asynergy with Empowered Spell. Edited to make Sharpshooter -5/+10 only in normal range. Edited to tidy up Linguist by specifying a training time, and to remove the prerequisite on Moderately Armored. Edit to remove rapidfire from Crossbow Expert, and replace with greater single-shot accuracy and damage. Edit to switch Mage Slayer stat bump to martial stats. Edited to make the Mage Slayer other half, a saving throw increase; and broaden Weapon Master.]
 
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CapnZapp

Legend
Great job, Klaude! :)

If you could post a thorough diff, that'd be great. (Something to make it easy to see exactly how each feat have changed)
 

CapnZapp

Legend
Crossbow Expert (pays off a lighter crossbow with a bonus attack)
You ignore the loading quality of crossbows with which you are proficient. When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. Being within 5 feet of a hostile creature doesn’t impose disadvantage on that ranged attack roll. If the crossbow was loaded before the attack, you don’t need a hand free for ammunition.
My first and foremost question, before even going into details, is: what do you personally feel about this archetype:

View attachment 87425

Specifically, what do you feel about a player showing this picture, and saying "I want to play a fighter with scimitar and hand crossbow, getting off all my attacks each round of every combat, not just a single initial bolt"?

Edit: Hmm, why can't I reuse an existing attachment... Never mind:
http://www.enworld.org/forum/attachment.php?attachmentid=87425&d=1503057821

Edit 2: Now with IMG tags, the old attach works?! :)

attachment.php
 
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clearstream

(He, Him)
My first and foremost question, before even going into details, is: what do you personally feel about this archetype:
I believe that is what the designers were trying to support and hence the clunky "loaded" wording in the original feat. Through clarifying that with the last sentence, and tweaking the protection from disadvantage in the second, we can support that archetype moderately well. That's the hope.
 

CapnZapp

Legend
, we can support that archetype moderately well. That's the hope.
Sorry for harping on, but that's not specific enough.

Do you, or do you not, believe that with your feat, say a level 5 fighter character as depicted, can swing her cutlass twice AND fire her crossbow once every round of the combat, for an average of 3 attacks per round overall?


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clearstream

(He, Him)
Sorry for harping on, but that's not specific enough.

Do you, or do you not, believe that with your feat, say a level 5 fighter character as depicted, can swing her cutlass twice AND fire her crossbow once every round of the combat, for an average of 3 attacks per round overall?
Not an average of 3 attacks, no. There are two ways she can fire her hand crossbow with the bonus action from this feat. The first is to have a hand free - swish, swish, stow - load+fire. But then she needs to draw her sword again next round so no bonus shot. Or she has her crossbow pre-loaded - swish, swish, fire - but then it is no longer loaded and again, she can't repeat that next round. The net effect is an average of 2.5 attacks per round. Right?

Also, do you think she is entitled to take the bonus action before her attack? Per SA?
 

Horwath

Legend
I think that better idea would be to have ALL feats "cost" one ability point or "half feats". Just powerdown some feats or split them into two feats.

That way every time you get ASI you can get one ability +2, two abilities +1, one ability +1 and a feat or 2 feats.
 

clearstream

(He, Him)
I think that better idea would be to have ALL feats "cost" one ability point or "half feats". Just powerdown some feats or split them into two feats.

That way every time you get ASI you can get one ability +2, two abilities +1, one ability +1 and a feat or 2 feats.
I considered that. What I would draw attention to is that if we split up the whole ASI feats and let their parts be recombined at a rate of 2/4 levels, then it will be harder to predict what is possible. So the "designability" of the system will be lower.

That said, we also need to agree on goals. Here I am aiming to support players to explore the part of the design space under each pillar that they are interested in. To some extent, that's based on the known archetypes that RPG players seem to gravitate toward. I believe that block feats is the safest way to do that because it lets us assert X comes with Y, and the investment to have X come with Z is much higher.

You can see how Crossbow Expert + Sharpshooter even at a cost of 4 stat points was high on the power curve. Imagine if you could ignore the parts that are less relevant and cherry-pick the parts you want to exploit? Same goes for Great Weapon Master. The critical hit/reduce to 0 part is far down the power curve compared to the -5/+10 on every attack. Imagine I could combine that part with some or all of the pieces of Polearm Master!? And then of course we'll also have to contend with points buy character finessing the stat increases. It may be that offering three choices with half feats as I do here goes too far, and two would be safer!

It's not that such problems can't be resolved. But only the design cost will be higher. It would need a lot more analysis and playtesting to ensure the bugs are out of the system.
 
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clearstream

(He, Him)
Sorry for harping on, but that's not specific enough.

Do you, or do you not, believe that with your feat, say a level 5 fighter character as depicted, can swing her cutlass twice AND fire her crossbow once every round of the combat, for an average of 3 attacks per round overall?
To be even more specific, I believe the Errata and Sage Advice might have intentionally shifted what is possible. Are they saying that you need a hand free for ammo whether or not a crossbow is loaded? Or only that if it's not loaded, you always need a hand free?

Scenario 1) a loaded crossbow doesn't need a hand free for ammo
T1: attack (swish, swish), bonus (crossbow is loaded, twang)
T2: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T3: free (draw sword), attack (swish, swish), no bonus (no hand free, crossbow isn't loaded)
T4: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T5: free (draw sword), attack (swish, swish), no bonus (no hand free, crossbow isn't loaded)
etc 5/2 except for T1

Scenario 2) even a loaded crossbow needs a hand free for ammo
T1: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T2: free (draw sword), attack (swish, swish), no bonus (no hand free, crossbow isn't loaded)
T3: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T4: free (draw sword), attack (swish, swish), no bonus (no hand free, crossbow isn't loaded)
etc 5/2 flat

Scenario 3) as 2) but you can take your bonus action before your action
T1: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T2: bonus (hand free for ammo, twang), free (draw sword), attack (swish, swish)
T3: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T2: bonus (hand free for ammo, twang), free (draw sword), attack (swish, swish)
etc 3/1

Of course all this sheathing and drawing swords is nonsense, but we can picture it as a practiced martial executing a well-oiled routine that lets their guard briefly down while they reload. (They can't make opportunity attacks with their sword in those intervals where they are manipulating ammo, as between T1 and T2 in the second scenario.)

Summary - I could be mistaken. If the bonus action can be used before the attack action, then 3/1 is possible. Do you think that is a problem?
 

CapnZapp

Legend
To be even more specific, I believe the Errata and Sage Advice might have intentionally shifted what is possible. Are they saying that you need a hand free for ammo whether or not a crossbow is loaded? Or only that if it's not loaded, you always need a hand free?

Scenario 1) a loaded crossbow doesn't need a hand free for ammo
T1: attack (swish, swish), bonus (crossbow is loaded, twang)
T2: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T3: free (draw sword), attack (swish, swish), no bonus (no hand free, crossbow isn't loaded)
T4: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T5: free (draw sword), attack (swish, swish), no bonus (no hand free, crossbow isn't loaded)
etc 5/2 except for T1

Scenario 2) even a loaded crossbow needs a hand free for ammo
T1: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T2: free (draw sword), attack (swish, swish), no bonus (no hand free, crossbow isn't loaded)
T3: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T4: free (draw sword), attack (swish, swish), no bonus (no hand free, crossbow isn't loaded)
etc 5/2 flat

Scenario 3) as 2) but you can take your bonus action before your action
T1: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T2: bonus (hand free for ammo, twang), free (draw sword), attack (swish, swish)
T3: attack (swish, swish), free (stow sword), bonus (hand free for ammo, twang)
T2: bonus (hand free for ammo, twang), free (draw sword), attack (swish, swish)
etc 3/1

Of course all this sheathing and drawing swords is nonsense, but we can picture it as a practiced martial executing a well-oiled routine that lets their guard briefly down while they reload. (They can't make opportunity attacks with their sword in those intervals where they are manipulating ammo, as between T1 and T2 in the second scenario.)

Summary - I could be mistaken. If the bonus action can be used before the attack action, then 3/1 is possible. Do you think that is a problem?
I asked you a really easy question, vonklaude.

Do you believe your feat allows 3 attacks in round one, 3 attacks in round two, 3 attacks in round three and so on.

Yes or no?

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