![]() Hit: 14 (2d8 + 5) bludgeoning and piercing damage. This is supported by two additional ASIs and access to the Archery Fighting Style, Precision Attack maneuver, and the Samurai subclass’ Fighting Spirit to increase your accuracy. Ranged Weapon Attack: +9 to hit, reach 5 ft. Fighters With the most attacks of any class as standard, the Fighter can make great use of the +10 damage aspect of this feat. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. The pirate sniper makes two attacks with its rifled musket. ![]() Before the pirate sniper makes a ranged attack he may take a -4 penalty to hit to gain a +8 bonus to damage. Once per turn, the pirate sniper deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the pirate sniper that isn’t incapacitated and the pirate sniper doesn’t have disadvantage on the attack roll. The pirate sniper reloads its rifled musket as a bonus action. Specifically, sharpshooters focus their training and skills on obtaining an unusually high degree of accuracy in their attacks. With a +2 bow and your asi that is 4d8+4d6+68 damage 76 minimum, 100 average, 124 maximum. Today were building a feat to alleviate action economy woes with thrown. Get the lucky feat, aquire advantage if you can, if not drop prone or shoot within 5ft of a hostile to get super advantage and then shoot at the big bad with four +10 shots with hunters mark/hex attatched. The pirate sniper ignores half or threequarters cover. The most notorious feats in 5th Edition D&D are Sharpshooter (SS) and Great. The pirate sniper does an extra die of damage with its rifled musket (included in its attack).
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