Community members are encouraged to ask questions or seek advice, and should be able to expect respectful and courteous answers. Transphobic, Racist, Ableist, Abusive, Sexist, Homophobicīe Kind and Respectful - Criticism of the game or its mechanics should not turn into attacks on a member of the subreddit. If you wish to access the new by default scroll to the bottom of your preferences and select Use the redesign as my default experience. To access the new version of this subreddit simply click here. If you wish to view the updated sidebar, links and content the mods have created you will be required to use the redesign. I'll pop in here later (if I remember) to give you more precise advice.If you are viewing this you are browsing using the old version of Reddit. and that makes your damage calculation a bit harder. You'll only be able to use the Ammo for your first attack in a round. You can still use Ammo Crafting with a Crossbow, but the Loading Property problem kicks in again. This should let you keep a decent supply of +1 Arrows in your quiver. You won't be able to emulate Ammo with your Infusions, but you'll be making Walloping Ammo and +1 Ammo for half-cost in quarter-time once you hit Level 10. and get a little bit more firepower out since 5e doesn't Sanity-Check using Magic Ammo with a Magic Bow the same way 3.5 Sanity-Checked it. The Longbow Upgrade will also allow you to use the Crafting Rules to make Walloping, +1, or +2 Ammunition. Make your Longbow an Enhanced Weapon, because you no longer need Reloading to get around the Loading Property of a Crossbow, and you've got another +2 to Hit and +2 to Damage from that shift. They trade an Attunement Slot for a +2 to Damage, which can go with your +2 to Hit from a Fighting Style. You might consider moving to a Longbow at Artificer Level 10, when you can make Bracers of Archery. Combine that with Faerie Fire for easy advantage, and your effective to-hit bonus is a +2 (since Advantage is mathematically similar to a +5). Your Fighting Style turns that into an effective -3 to hit as compared to a normal PC of your level and optimization. Sharpshooter lets you ignore any cover that doesn't keep you from attacking at all, and it gives you an option to take -5 to hit for +10 to damage. The +2 to Hit from the Combat Style will far outweigh the +1 to Hit and Damage you'll get from an ASI, since you have Spells that don't depend on your Casting Stat to add dice of damage to the attack.Īlternatively, take a 1 level dip in fighter to get the Combat Style, then grab Sharpshooter at Level 5 (Artificer 4). ![]() For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at You will want to go Battle Smith, and pick up the Fighting Initiate Feat at 4th Level to snag the Archery Combat Style. For example, Dungeons & Dragons® is a trademark of Wizards of the Coast. ![]() This subreddit may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. This subreddit is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries.
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