![]() The trade off here is a balance between a small bump in your strength and reserving your hit points. This feat gives you a +1 to strength, half as good as the ability score improvement, but it also gives you damage reduction: any bludgeoning, piercing, and slashing damage from non-magical weapons have their damage reduced by 3. On top of it all, being able to ignore loading properties keeps you consistently in the fight without worrying about reloading. ![]() If you make an attack with a one-handed weapon, you can then make a bonus action with your hand crossbow, adding a powerful bonus action to your repertoire. ![]() This feat can work well for ranged fighters who want to occasionally use melee, because it will negate the disadvantage you normally get on attack rolls with targets in 5ft. The extra damage might be worth the gamble, so long as you have extra bonuses to help compensate. If you intend to be a dedicated long-range fighter, this is really a must-have feat, because it will enable you to be effective at much greater distance, and no targets can rely on cover from you anymore. Arguably more beneficial, this feat also lets you ignore half cover and three quarters cover AC bonuses that targets get, and you no longer get disadvantage at long-ranged attack rolls. Similar to Great Weapon Master, Sharpshooter let’s you gamble for +10 damage to your attack by taking -5 to your attack roll. If this is combined with sentinel, it could prevent the target from even being able to make a melee attack! Ranged Sharpshooter On top of the bonus action attack, when an enemy gets within reach of you (usually 10ft) you can make an opportunity attack. Although this is a small piece of damage, it adds up, and since fighters do not get many bonus action choices, this may be a perfect fit to your arsenal. Polearm master will let you make an addition bonus action attack with the opposing side of your polearm (1d4 damage). Polearm MasterĪs long as you’re using a glaive, halberd, or quarterstaff, this feat adds more actions to your class. Sentinel is especially a great pick at later levels when encounters start to have multiple enemies, moving and engaging the battlefield. It is also a great choice for tanking: taking hits and attention away from your allies. This feat gives more action economy to your fighter which otherwise does not get many. And likely the biggest appeal, if a create within 5ft of you makes an attack against anyone other than you, you can use a reaction to make a melee weapon attack against them. Even if a target uses disengage action, you can still make an opportunity attack. When you hit a creature with an opportunity attack, their speed becomes 0. The penalty to the attack roll is pretty large, so if you have bonuses to help compensate, then this is a great choice. If you like to gamble to do more damage, this feat is perfect. If you manage to bring a target down to 0 hp, you can make an additional attack as a bonus action. Make an attack with a -5 to your attack roll to get +10 to your damage. Try to add a large bonus to your damage at the gamble of lowering you likelihood of landing the hit.
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