D&D 5E Precise Strike [Feat]

Simply put, way too powerful, even if it gets more adventurers out of the -1 int zone. Probably easier and safer to just have it require 14+ int and increase crit range by 1.

Having a crit range of 15-20 would definitely move INT to secondary stat for rogues who get a lot out of critting. (maybe even 1st, as once you hit +5 int you hit/crit 1/4 of attacks )

Even then. Its really too bland strait up damage. All of the feats that aren't "Medium Armor Prof" have multiple thematic effects. I would think it would be something more along the lines of:

Anatomical Expert:
Requires: Int 13+, proficiency in medicine.
You critically hit on attack rolls of 19-20 against humanoids.
You have advantage on any medicine checks regarding humanoids.
When resting, you may reroll any hit dice spent up to a number of times equal to your Intelligence modifier. You may choose which die to recover.

Precision Striker:
When attacking with a melee weapon that deals piercing damage:
You critically hit on attack rolls of 19-20.
You can use your reaction to cause the target to take an additional 5 damage at the end of their turns until treated (Medicine check DC15 or use of healer's kit).
You may move 5ft before the attack, this movement doesn't provoke attacks of opportunity.

Careful Strike:
You may choose to deal up to your Intelligence modifier less damage in order to gain an equal bonus to your attack roll.
When you use this feature, you may choose one of two options:
You critically hit on an attack roll of 19-20.
OR
The target cannot use a reaction until the end of your turn.
 

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It seems like "I know enough about X to do extra damage to them" is a ranger thing, but then back when every other thread was "what should the ranger be?", I figured an int-based martial type would have been a good design space for them, so what do I know?
 

So first some brief background information: I'm reintroducing the concept of a "Critical hit range" because it makes it easier to stack things like weapon enchantments, this feat, and the Champion's Improved Critical feature.

Precise Strike:
13 Intelligence
You know enough anataomy to be able to aim your strikes for crucial points to maximize damage. As a result your critical hit range increases by your Intelligence modifier.

Revised:
Precise Strike:
13 Intelligence
You know enough anataomy to be able to aim your strikes for crucial points to maximize damage. As a result your critical hit range for melee attacks increases by your Intelligence modifier.

Thoughts?

Things to consider with a 16 int you have the same crit rate as a level 15 Champion fighter and does it expanded out their crit rate of the already modified fighter
 

I would go with:

Precision attack: Requires int 14+,
Your attacks have expanded crit range equal to half your int modifier, round down.

That way even with 20 int it will only expand crit range by +2. Equal to high level champion.
 

I ignore the Champion as a valid comparison because the Champion's well... crap.

From my maths, a Rogue with Precise Strike is on par with a Fighter with Polearm Master, or a Barbarian with Great Weapon Master.
 
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This is overpowered. I suggest that you no not use it. There are a lot of ways to abuse the expanded damage of a higher crit range as there are a number of things that can trigger on a crit that assume they are rare.

For reference, look at the feat that grants maneuvers. Is it as powerful as the 3rd level Battlemaster benefit? No. Although I understand that you believe the Champion to be underpowered, you should still heed that the 3rd level benefit of a class is intended to be stronger than the benefit of a feat.

If you want a feat that increases the chance of a critical hit, I would say that something turns 19s into critical hits if you have advantage and both attack rolls would hit would be more balanced.
 

This is overpowered. I suggest that you no not use it. There are a lot of ways to abuse the expanded damage of a higher crit range as there are a number of things that can trigger on a crit that assume they are rare.
Right, so instead of giving useful feedback on how to adjust it, you just say drop it. How very helpful. Not.

For reference, look at the feat that grants maneuvers. Is it as powerful as the 3rd level Battlemaster benefit? No.
You mean that feat that is almost universally considered too weak?

Although I understand that you believe the Champion to be underpowered, you should still heed that the 3rd level benefit of a class is intended to be stronger than the benefit of a feat.
Indeed, which is why the Champion is underpowered. The Champion being underpowered is not a reason to make everything weaker to compensate, it's a reason to fix the Champion.
 

Right, so instead of giving useful feedback on how to adjust it, you just say drop it. How very helpful. Not.

I agree with jgsugden that this feat, in its entirety, is better off left on the cutting room floor. The only thing constructive I can offer is that you're better off scrapping this and working on something else.
 

I agree with jgsugden that this feat, in its entirety, is better off left on the cutting room floor. The only thing constructive I can offer is that you're better off scrapping this and working on something else.

And yet, that too is not constructive when not paired with a why.
 


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