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

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.
Proposed an adjustment. Be interested in your thoughts.

Do you mean the Dual Wield feat? It's clearly underpowered, but people seem to like it. You trade +1 initiative, +1 dexterity save, and +1 to a few skills for the ability to draw two weapons at once. Clearly some find the value of that fluff a worthwhile exchange for a bit of crunch.
 

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I think it doesn't actually address the point that ro was making, which is that the feat was initially designed to allow people not using crossbows, to gain a benefit from it. Particularly, but not limited to spellcasters; allowing them to cast ranged attack spells in melee, if they were willing to spend their ASI on it.
Well, it does, they just need to be Sorcerers. Sorcerers could use a boost anyway.

It's fine if a group prefers ranged to be best in ranged and in melee. That is why I've tried to be clear about my design goals. This change is for groups that want melee weapons to be best in melee.
 

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.
OK. I'd suggest you make that more explicit. Simply adding another benefit to the feat: "You do not require a free hand to draw or load a crossbow" or similar should do it. (Maybe limit it to hand crossbows?)

You've addressed the action economy, but the hand use wasn't spelled out.
 


Wouldn't a sorcerer still need to burn their actual action on a melee attack, and thus only be able to get a single ranged spell off by spending sorcery points to quicken it?
Exactly! The design intent is that most of the time, using ranged attacks while in melee isn't a great idea. In order to avoid complexity, I feel it is a trade. We can narrow it to hand crossbow (Crossbow Expert then correctly buffing crossbow use.) Or we can broaden it to focus on creating space for a ranged attack through making a melee attack against a creature (or creatures - I should tweak for if multiple are attacked). Or we can preserve what we believe to be a mistaken design intent (or at least, contrary to our own) that ranged works in melee just as well as melee does.
 

Fair enough. The original intent I believe was to allow it at a steep cost (An ASI from which you do not gain the other benefits.) If your intent is to remove the option from the table altogether, however, then I think your current wording works.
 

I've been pondering your point here, and it seems to me a more general wording can be proposed. How about

"When you use the Attack action to 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."

This is a more complex change. It would allow the following
  • melee attack + hand crossbow bonus attack
  • melee attack + drop weapon + ready weapon + bow or crossbow attack
  • melee attack + Quickened ranged spell attack
  • two or more creatures can re-impose disadvantage by mobbing the feat-user

What do you think?

I get that you are trying to nerf ranged attacks, but I don't think that making this feat so extremely specific is the way to do it. The intent of the designers was clearly to extend these benefits to all characters, not just a very select few.

Does this feat actually make range overpowered? Let's break it down.

3) "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."

This only applies to melee and hand crossbow users. It is two-weapon-fighting with a hand crossbow. Hand crossbows have the lowest damage of all crossbows. However, this does allow you to add your damage modifier to the bonus action attack.

2) "Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls."
This rule is necessary to make point 3) work. Otherwise, your bonus action attack would always have disadvantage.

This is also the part of the feat about which the designers said,
"When designing a feat with a narrow use, we consider adding at least one element that can benefit a character more broadly—a bit of mastery that your character brings from one situation to another. The second benefit of Crossbow Expert is such an element, as is the first benefit of Great Weapon Master." (Feats, Sage Advice, Jeremy Crawford, 05/18/2015)

The fact that this ability is also added to the "Close Quarters Shooter" Fighting Style further points to the designers' intent to allow ranged attackers to remove this disadvantage by taking a feat or class feature to do it.

1) "You ignore the loading quality of crossbows with which you are proficient."
This ability also is necessary to make 3) work. Otherwise 3) would generally take complicated use of action economy to pull off. It might be worth considering making this available to bows as well: "You ignore the loading quality of range weapons with which you are proficient. This benefit does not apply to firearms."

So is this feat overpowered? On the surface, no, it really isn't. The only problems caused are when you combine it with other buffed abilities like Sharpshooter, but you are already working to nerf that as it is.

From the standpoint of realism, a point-blank crossbow shot will be quite deadly, far more so than a melee attack. But in 5e, even with the disadvantage removed melee weapons surpass ranged weapons in maximum damage output. Adding in the Archery fighting style skews things somewhat due to hit percentage, but we should not assume that every ranged attacker has Archery, nor Sharpshooter. The designers address this directly:

"Mechanically, feats are also meant to be all-in-one options. We avoid chains of feats, just as we avoid making assumptions about your proficiencies or character class (unless this is unavoidable). A feat is a package that covers all the bases, allowing it to benefit any character." (Unearthed Arcana: Feats, pg. 1)

If anything Crossbow Expert should be expanded to help more character concepts rather than constrained to near uselessness.

If you *really* want to take ranged fighting down a notch, you could make the rule, "When attacking with a ranged weapon with which you are proficient, you only add half your proficiency bonus to the attack roll rather than your full proficiency bonus."

Then change the Archery fighting style to "You add your full proficiency bonus when attacking with a ranged weapon with which you are proficient."
 
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Proposed an adjustment. Be interested in your thoughts.

Do you mean the Dual Wield feat? It's clearly underpowered, but people seem to like it. You trade +1 initiative, +1 dexterity save, and +1 to a few skills for the ability to draw two weapons at once. Clearly some find the value of that fluff a worthwhile exchange for a bit of crunch.
Assuming changes to SS and CE so they aren't the premier offensive choice, I'd like to see GWM scaled back so two-handed weapon fighting and two-weapon fighting are roughly equivalent in offensive value. With GWM, two-handed weapons do better average damage once Extra Attack is gained, even though two-handed weapons still have a free bonus action.
 

What do you think of this Crossbow Expert alternative? It's probably too powerful. My intent was to keep the more widely applicable parts of Crossbow Expert and expand it to make it useful to many more characters. Notice benefits for two-handed weapon users and casters.

Close Attacker
- You ignore the loading quality of ranged weapons (except firearms) 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.

I'll throw in my Sharpshooter replacement, too, just to have them in the same post:

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.
- When you hit with a ranged weapon attack, roll double your base damage dice if you rolled an even number on your attack roll.
- You have advantage on Wisdom (Perception) checks to perceive possible targets within a specified 10-foot cube area that you can target.

Add to Dual Wielder:

Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- 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.
- When using two-weapon fighting you can add your ability modifier to the damage for your bonus action attack.

You could pull back Great Weapon Master to:

Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- 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.
- 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 your ability modifier to the attack’s damage twice rather than adding it only once.
 
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Close Attacker
- You ignore the loading quality of ranged weapons (except firearms) with which you are proficient.
Pretty sure bows at least don't have the loading property.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your attacks.
Should probably insert ranged attacks.
- You learn to use two-handed weapons while using a shield.
What. :erm:
- After attacking at close range you can use a bonus action to take the Dodge, Disengage, or Dash action.
Again, need to specify with what kind of weapon. Does it have to be a ranged attack?
This also stomps heavily on a major class feature of Rogues.

Dual Wielder
You master fighting with two weapons, gaining the following benefits:

- When using two-weapon fighting you can add your ability modifier to the damage for your bonus action attack.
What have you changed the Two-weapon fighting Style to in your games?
 

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