2. As you've noted, there are lots of sliding parts, and this works better with a revised fighting style. That makes it harder to take only some of your suggestions -- they become too interlinked. I'd suggest making the feat work on its own, rather than be balanced only with other changes.
Feel free. Use or reuse any of my ideas as you wish.
As for myself, this entire thread focuses in on only one aspect of a larger work. It does so not primarily to present a complete suggestion, but to discuss certain aspects that previous were discussed in contexts I couldn't fully agree with. Rather than to hijack/derail those other threads, I started my own, so I could discuss without risking to come across as someone taking a dump on someone else's work.
Specifically, I wanted to discuss the scimitar + hand crossbow archtype from the understanding that the character should be able to fire her hand crossbow every turn, with no issues relating to object interaction, or the ammunition/loading keywords.
3. I find the combination of to hit and damage bonuses too much -- crossbows are already an effective weapon. Yes, they become terrifying this way, but it seems too much.
I've got two suggestions.
* First would be to adjust the damage bonus as follows:
Additionally, you may add your strength bonus to damage with two-handed crossbows. This expands it to light crossbows too (so small users can benefit), but requires player investment. It also reflects something about the nature of loading crossbows.
* Secondly, if you are keeping the bonus to hit (and the feat is mighty effective without it), I would suggest giving the feat a prerequisite of 13 Strength.
Hope this helps.
Thank you. Well, if the game was focused on level 1 play, I would have agreed with you. As it is, already at fifth level, this feat fades from the powergamer's radar.
I didn't want to make it overly complex for what in the end is an "atmosphere/local color" feat for a player character.
If you build a character around it sure you're going to impress at level four. But not more overpoweringly so than the level two of a Druid, say.
In the end analysis, I see it as shoring up a few medium-weak builds, but not actually wrecking anything.
I am willing to discuss this though. Certainly if you can convince me the feat is
too strong I shall keep the door to adjustments open. Do keep in mind however, that the numbers (+2! +5!) do initially come across as strong, but remember the context - it's hard to minmax them in a power combo.
I don't see any martial character profiting from a weapon choice that remains incompatible with Extra Attack, is the short of it. The Rogue is the prime candidate, but IMHO it needs every edge it can get (meaning five points of extra damage isn't breaking anything), and running around with a heavy crossbow is impractical for several reasons. Where do you even get proficiency from?
As for an ability prerequisite I would sadly only forget eventually to check so my NPCs actually meet them and doesn't "cheat". Having the feat be freely available is a plus in my book.