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D&D 5E Revised Crossbow Expert and Sharpshooter - now with Homebrewery attachment

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(He, Him)
Following extensive analysis in this and other threads, and experience in play, I'd like to propose a definite wording for two feat revisions. These wordings bring together ideas from many authors. Changed text is in red. In part, a goal of these revisions was to be conservative - the least rewording needed to protect melee weapons as the best choice for melee, and prevent ranged weapons from doing close to the same damage as the best melee.

Crossbow Expert
You ignore the loading quality of crossbows with which you are proficient. 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. When you make a melee attack against a creature, being within 5 feet of that creature doesn’t impose disadvantage on your ranged attack rolls for the rest of the turn.

The crucial impact of this change is to retain a disadvantage to ranged attacks in melee. Melee weapons continue to dominate melee.

Sharpshooter
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Once per turn, before you make an attack 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.

The crucial impact of this change is to prevent ranged attacks from matching Great Weapon Master for damage, but at 120'. The advantage of range becomes properly factored into the damage.

Why no similar revision for GWM? I see the role of Great Weapon Master as defining the most damage we should expect from weapons (before magic). At 11th level, a greatsword with everything focused on dealing maximum damage with it, does about 43 damage/turn (at 5') prior to magic. Revised Sharpshooter does about 32 (at up to 600').



[Edited to broaden the relief of disadvantage in melee. Edit so as to not specify the Attack action in the third benefit of CEx: any melee attack will do. Edited to add Homebrewery pdf of all my feat revisions.]
 

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ro

First Post
A "sharpshooter" is someone who is particularly accurate when shooting. This feat deals with that both in removing disadvantage and ignoring cover. The -5/+10 mechanic is very similar to Great Weapon Master.

With GWM, you are sacrificing accuracy for power: this makes sense from a melee perspective. From a ranged perspective, however, it really doesn't. You can't just pull your bow back extra and shoot wildly hoping for more damage. I think we should completely eliminate this aspect of the feat and replace it with something else.

One option is improved critical. A sniper's amazing accuracy would target vital organs in ways that an ordinary shooter can not. What would be the mathematical impact of changing Sharpshooter to crit more frequently, either on 19 and 20; 18, 19, and 20; or 17 to 20?
 

TwoSix

Dirty, realism-hating munchkin powergamer
I'm fine with these changes IRT melee/range balance, but I'd still like to see modifications to GWM to bring it more in balance with single weapon and dual-wielding options.
 

ro

First Post
Crossbow Expert
You ignore the loading quality of crossbows with which you are proficient. 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.

The crucial impact of this change is to retain the disadvantage to ranged attacks in melee. Melee weapons continue to dominate melee.


But isn't this really the main point of the feat? With this change it should be renamed "Hand Crossbow Expert". The developers have specifically stated that their intent was to make this feat applicable to other builds as well, such as casters. This change removes that, and more, completely.

I think that removing the general close-range disadvantage is an important aspect of this feat that should exist in a feat somewhere, if not this one.
 

Crossbow Expert
You ignore the loading quality of crossbows with which you are proficient. 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.
Is the intention of the "load and" change to remove the need for the free hand or just to prevent pedants from trying to weasel the bonus action attack on multiple turns out?
 

ro

First Post
Melee Ranger
You ignore the loading quality of ranged weapons with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your attacks. After attacking at close range you can use a bonus action to take the Dodge, Disengage, or Dash action.
 

ro

First Post
Melee Ranger
- You ignore the loading quality of ranged weapons with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your attacks.
- In addition to melee weapons, you may use one-handed ranged weapons when two-weapon fighting.
- You learn to use two-handed weapons while using a shield.
- You can perform the somatic components of spells with your shield hand.
- After attacking at close range you can use a bonus action to take the Dodge, Disengage, or Dash action.
 

clearstream

(He, Him)
Is the intention of the "load and" change to remove the need for the free hand or just to prevent pedants from trying to weasel the bonus action attack on multiple turns out?
The intent is to remove the need for a free hand. That is needed due to the Ammunition rule. That supports one-handed melee weapon and hand crossbow, shield and hand crossbow*, wand and hand crossbow**, hand crossbow and hand crossbow (not that effective, seeing as the other crossbow will end up unloaded), scratching your **** and hand crossbow***, thermonuclear missile and hand crossbow****. Basically, if you can hold and hit with it in one hand, you can load and fire a hand crossbow with your bonus action in the other hand.

Rules obviated - Loading
Rules whose conditions are met - Ammunition



*A shield is not a one-handed weapon unless you use it improvised
**A wand is not a one-handed weapon unless you use it improvised
***Your **** is not a one-handed weapon unless... no, not even then
****A very small thermonuclear weapon is a one-handed weapon, but suffers disadvantage if used within 5' of a hostile opponent
 
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TwoSix

Dirty, realism-hating munchkin powergamer
I think that removing the general close-range disadvantage is an important aspect of this feat that should exist in a feat somewhere, if not this one.
I'm reasonably sure that one of [MENTION=71699]vonklaude[/MENTION] 's design goals is that the close-range disadvantage is something that CAN'T be removed, as a general balancing principle between melee and ranged.
 

clearstream

(He, Him)
The intent is to remove the need for a free hand. That is needed due to the Ammunition rule. That supports one-handed melee weapon and hand crossbow, shield and hand crossbow, wand and hand crossbow, hand crossbow and hand crossbow (not that effective, seeing as the other crossbow will end up unloaded), scratching your **** and hand crossbow, thermonuclear missile and hand crossbow. Basically, if you can hold it in one hand, you can load and fire a hand crossbow with your bonus action in the other hand.
Caveat, a DM who knows the game rules might not allow all of the above.
 

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