𝐓𝐡𝐞 𝐝𝐚𝐠𝐠𝐞𝐫 𝐢𝐬 𝐚 𝐟𝐚𝐬𝐭 𝐚𝐧𝐝 𝐧𝐢𝐦𝐛𝐥𝐞 𝐰𝐞𝐚𝐩𝐨𝐧, 𝐚𝐧𝐝 𝐲𝐨𝐮𝐫 𝐦𝐚𝐬𝐭𝐞𝐫𝐲 𝐨𝐟 𝐢𝐭 𝐬𝐡𝐨𝐰𝐬 𝐡𝐨𝐰 𝐞𝐥𝐞𝐠𝐚𝐧𝐜𝐞 𝐜𝐚𝐧 𝐛𝐞 𝐥𝐞𝐭𝐡𝐚𝐥. 𝐖𝐡𝐞𝐧 𝐲𝐨𝐮 𝐬𝐞𝐥𝐞𝐜𝐭 𝐭𝐡𝐢𝐬 𝐟𝐞𝐚𝐭, 𝐲𝐨𝐮 𝐠𝐚𝐢𝐧 𝐭𝐡𝐞 𝐟𝐨𝐥𝐥𝐨𝐰𝐢𝐧𝐠 𝐛𝐞𝐧𝐞𝐟𝐢𝐭𝐬 :
• When you use your object interaction to draw or stow a dagger, you may instead draw or stow up to two daggers. Whenever a dagger drew this way is thrown this turn, you may treat its damage die as 1d6.
• You may use your bonus action to imbue the bleeding attribute to a dagger in your hand. The next creature that dagger strikes begins to bleed, making them take 1d4 bleed damage at the start of their turn unless they make a successful Constitution saving throw with DC16, or heal hitpoints, to end the effect. Use this ability only once per short rest.
• You may use your reaction to pick up and sheath up to two daggers in your reach while moving per turn. If there is room in your hands to hold any of those daggers, you may instead only stow an appropriate amount to leave any spare daggers in your hand.
• The short and long-range of your thrown daggers is increased by 20ft each.
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9/29/2020 2:36:35 PM
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Posted Sep 29, 2020Update Notes:
The first ability had the +1 to attack rolls removed from it, this feat already has so many upsides that it was pretty unnecessary and cluster****y of an ability to have. It helps balance the changes a bit, and it wasn't really something that the core build needed anyways, just icing on the cake.
The second ability was changed to a saving throw instead of an action-based ability check, I admit that stealing your opponent's next action was NOT what I had intended this build to do, and to be honest it should've never been there in the first place. Blame that on my lack of experience. Additionally, the usage rate was changed to once per short rest for rules fixings, and the DC was increased slightly to compensate.
The third ability was mostly unchanged, but I added the option to keep a dagger in hand if able to stay armed during opponents' turns for defense if necessary. This really only effects opportunity attacks, and it could actually be bad synergy considering the first ability requires the daggers to be drawn the turn they're thrown to change the hit die.
The last ability has the most interesting changes in my opinion. I changed it from not imposing disadvantage, to just flat out increasing the short and long ranges. Overall this makes the short-range shorter than it was before but increases the long-range as well. This works better for the build this feat was designed for, a Rogue Scout. The long-range doesn't matter all that much in the grand scheme of things considering the characters already high movement speed and only helps when needing to snipe from a very long range. The short-range capabilities were shortened to keep the character from never getting the disadvantage, as it's actually quite crippling for stopping sneak attacks.