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Sharpshooter - updated attempt at revision

clearstream

(He, Him)
The issues with Sharpshooter, especially in conjunction with Crossbow Expert, are well known (GWM damage at 120' away FTW!) As part of discussion about ranged in another thread, the following tweak suggested itself...

Sharpshooter v2
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
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 heavy 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.

Bolded are the changes. The heavy ranged weapons are Heavy Crossbow and Longbow. I would draw attention to the similar proviso in GWM. Narratively, it requires something meaty to power-attack: only the heaviest melee and ranged weapons qualify. Mandating heavy forestalls stacking with Crossbow Expert of course.

"Once per turn" ameliorates the damage in the most egregious instances of multiple attacks. It is kinder to the one and two attack classes than blunting the feat in other ways. For tier 1, it will usually make no difference. In tier 2, given the likelihood of some power-attacks missing each turn, it will often feel exactly the same as without. In tier 3 and 4, it prevents SS out-damaging GWM. Thus the all-in, toe-to-toe attack with the meatiest weapon possible keeps the crown of biggest sustainable damage to a single-target.

The damage for SS is still very solid. Rangers will still benefit considerably from taking it. It will still be great for Rogues who want to shoot from the shadows. Fighters will still do pretty appalling damage with it! But the feat becomes less distorting overall, and does not overshadow other strategies.
 

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So the one potential issue I see is, does the -5 happen for all attacks?

Take a Longbow wielding Ranger with 2 attacks. They take the -5, and on the first strike they hit, adding the +10 damage. But since they can only do that damage once per turn, does the next attack also have a -5?

GWM applies the penalty to all attacks, but also the damage. It makes it clean without much tracking. It's all or nothing. This instead creates potential issues, since a character with multiple attacks now has to be much more strategic with each attack. I don't know if that's a feature or a bug, but something to consider.

One thing that might be better could be to allow the character to take a bonus action to aim. By doing so, they add their proficiency bonus to the damage for all successful attacks. That is more in line with the idea of a Sharpshooter lining up a shot, but also caps the damage under what is achievable with GWM.
 


So the one potential issue I see is, does the -5 happen for all attacks?

Take a Longbow wielding Ranger with 2 attacks. They take the -5, and on the first strike they hit, adding the +10 damage. But since they can only do that damage once per turn, does the next attack also have a -5?
I think the text captures that pretty well. It's before you make "an" attack, you can take -5 on "the" attack roll.

GWM applies the penalty to all attacks, but also the damage. It makes it clean without much tracking. It's all or nothing. This instead creates potential issues, since a character with multiple attacks now has to be much more strategic with each attack. I don't know if that's a feature or a bug, but something to consider.
I don't think GWM works that way. I believe you get to decide attack by attack.
 



I have not found the -5/+10 to be the problem, so much as how the other abilities boost it. I have house ruled that it doubles the short range of weapons, and reduces cover by 3 (giving 3/4 cover a +2 bonus). In the short range, they are just as good against non-heavy covered opponents, but it prevents the ridiculous attacks against an opponent 600' away behind an arrow slit.

Edit: I don't understand why the Heavy property should be needed, but otherwise limiting the -5/+10 to once per round would be fine.
 

I have not found the -5/+10 to be the problem, so much as how the other abilities boost it. I have house ruled that it doubles the short range of weapons, and reduces cover by 3 (giving 3/4 cover a +2 bonus). In the short range, they are just as good against non-heavy covered opponents, but it prevents the ridiculous attacks against an opponent 600' away behind an arrow slit.
I agree about that obviating the cover and range penalties completely seems a bit extra. Still, we also want players to have fun with their feats. So for me the goal is a feat that still feels very strong, but doesn't overshadow other strategies.

Edit: I don't understand why the Heavy property should be needed, but otherwise limiting the -5/+10 to once per round would be fine.
It's to do with the interact with Crossbow Expert, that thoroughly breaks it. GWM requires a heavy weapon, so I think it is justified here. The heavy ranged weapons are two-handed, so no Hand Crossbow bonus attack.
 

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