![]() With the Swashbuckler’s Panache or the Mobile feat’s ability to move without provoking opportunity attacks after attacking, you’ll definitely want to avoid having your movement drop to 0. For examples of when you’ll want to skip Steady Aim, see below: Swashbuckler/Mobile Builds Steady Aim can be tough to fit into builds that rely on mobility and don’t dish out huge damage with singular attacks. If you have the mount take its turn before you do, you can move with its movement and still use Steady Aim in the same turn. However, when it comes to being mounted, technically, you aren’t moving, the mount is. One of the important distinctions is that you cannot use your movement if you choose to use Steady Aim. Then, since you can’t move when using Steady Aim, you end up recharging the Feline Agility too. With the Tabaxi ability to double one’s movement for a turn, you can easily dash across battlefields to get yourself into position. Pairing these two is a deadly combo for ranged rogues. This is particularly effective if you’ve also invested in Sharpshooter, as mentioned above. You’ll be able to provoke advantage on your attacks almost every turn with Steady Aim, which will enable you to get “super advantage” through Elven Accuracy consistently. If you’re an elven rogue and want to guarantee your hits, picking up Elven Accuracy is a very good way to do so. This is especially poignant for paladins, who can use Steady Aim to fish for crits to they can burst damage with their smites. Multiclass builds looking for Steady Aim would likely be heavy weapon builds looking to offset the penalty from Great Weapon Master. If you’re looking to dip into rogue for a couple levels for Expertise, Cunning Action, and other benefits, it might be worth sticking around till 3rd level to get subclass features and Steady Aim. Also, if you’re already far away from your enemies, you won’t have to use Cunning Action to Dash or Hide as they won’t be able to get to you in a single turn anyways. The feat further helps with this because you don’t attack at disadvantage when at long range and can ignore cover, meaning you’ll have to move less to get in the perfect position to start taking out enemies. With a ranged Sharpshooter build, using Steady Aim can offset the -5 penalty to your attack if you want to fish for the +10 damage. Way to make the most of the advantage you get on your attack.Ways to get around or mitigate the downsides of not being able move.So, when is it worth it to forgo not only their bonus action but also their movement for the turn just for the sake of getting advantage on their attack? The main thing to look for when looking to use Steady Aim to its fullest are: When to Use Steady AimĪs we mentioned above, rogues have plenty of uses for their bonus action. It doesn’t hurt to keep this as an option for times when you absolutely don’t have that luxury, but you shouldn’t rely on it. You’ll already have access to hiding with your Cunning Action, and it already plays well within a rogue’s kit to, y’know, hide. In most cases, it’s not worth taking one less attack just to guarantee a hit, even if it triggers Sneak Attack.įor ranged options, though, it also becomes pretty tricky. When it comes to melee options, rogues already have a huge swath of options to choose from, including two-weapon fighting or even just Cunning Action. This sounds interesting on paper, but in practice, it’s tough to see how good it really is. With this ability, any rogue can essentially forego their movement for advantage. However, you cannot have moved during this turn if you want to use this bonus action. ![]() ![]() During their turn, they can choose to remain in place and drop their movement speed to 0 in order to gain advantage on their next attack roll in the current turn. This doesn’t replace any existing abilities, instead giving them a new bonus attack option. When a rogue hits 3rd level, they can choose to pick up this ability (at their DM’s discretion, of course). Rogues are no different, with their new ability, Steady Aim, being an option once they hit 3rd level. With the release of Tasha’s Cauldron of Everything, we saw a slew of new additions to D&D 5e Within these changes was the addition of new optional abilities for classes to pick up or swap for other class abilities. ![]()
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