Round 4: Melee Attack (Unsheath), Melee Extra Attack, Movement (Stow), Bonus Attack (load fire)įor giggles I'll add an action surge to Round 5. Round 3: Melee Attack (Unsheath), Melee Extra Attack, Movement (Stow), Bonus Attack (load and fire) Round 2: Melee Attack, Melee Extra Attack, Movement (Stow), Bonus Attack (load and fire) Round 1: Melee Attack(Unsheath), Melee Extra Attack,Bonus Attack (already loaded). Round 0: Readied Hand Crossbow and Loaded I have to do this twice, once will be with a Round 0 that the hand crossbow is readied and one without.Īssuming the player is a 5th level Fighter with Extra attack just to complicate things and assuming the user has crossbow expert so the hand crossbow will be used on the bonus attack, as a reminder the ammunition property loads the arrow/bolt as part of the attack action. I'm unsure what you mean by the rest of your post, as in I'm not seeing what a point blank shot has to do with adding a special attribute to hand crossbow, are you saying that you would rather the special give a +2 to hit bonus at point blank? Or are you talking about if the player has crossbow expert? I'm a little lost certainly Have a wonderful day and thanks for your input.Īlso I apologize if anything here comes across as impenetrable to read, I'm working on 2 hours of magical things are the realm of the DM, I'm trying to see if this suggestion can work out with the raw. That's my idea on what to suggest, if anyone has a better idea or way of getting this done, I'm all ears. This DPR wise changes nothing or shouldn't change anything as the highest dice finesse light weapon is a 1d6, however with dual wielder it's a d8 but if you've invested two feats to get dual wielder and crossbow expert then I think it's probably fair. Now with feats like dual wielder the light requirement changes but it should work the same without offering any added bonus that was not intended by the feat, with crossbow expert the obvious bonus is that you can use the crossbow expert provided bonus attack at its near optimal ability without wielding only one hand crossbow. The other way is that you draw the hand crossbow first, if you do this then on the next turn you get then you can draw your next weapon if it's light as part of the action. The way I went at this is I tried to avoid the player being able to draw two weapons at once, you can have your crossbow at the ready before the encounter and on your first turn draw a short sword or dagger as part of the attack action. What that does is it prevents you from stowing your weapon at the end of your turn so you can reload your crossbow when you go to attack with it again. The big issue with the concept of using a melee weapon with a hand crossbow is that to reload you need a free hand that makes sense, the issue arises when you realize that to sheathe or unsheathe you need to manipulate an object, which can only be done once a turn as part of your movement. While a readied Hand Crossbow is being wielded or after at least one turn of wielding a hand crossbow in one hand, as part of the attack action a light melee weapon can be unsheathed once per round. The alteration deals with the hand crossbow itself adding a property to the raw for "Special".Ĭrossbow, Hand || 75GP || 1d6 piercing || 3lb || Ammunition (Range 30/120), light, loading, special I am trying to come up with a suggestion I can send to the considerate folks at Wotc and wanted all the pro player and DM opinions that I can find here before I get to find out how game breaking the suggestion is and why it was never applied. I'm aware that most DM's house rule that you simply reload regardless as the damage is pretty much the same if you just use the hand crossbow by itself, if anything simply using the hand crossbow by itself is superior in every way. I'm completely aware of the issue with reloading without a free hand and so I'm going to try to remove this issue in a very narrow way. The topic is about specifically the hand crossbow and it's usage with a melee weapon and two-weapon fighting.
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