Your “to hit” bonuses are correct, but you may be overestimating Feral Senses
Your “ to hit ” bonus calculations are wholly correct. As you indicated, this tactic will use up six very rare charming items ( five +3 arrows and one oil of Sharpness potion ) in order to hit each member of the party once. That seems a quite expensive way to make a foremost impression, but I ‘m certain they have their reasons .
That being said, I wanted to warn you that the Ranger ‘s Feral Senses have a couple of caveats that might complicate your scheme. You mentioned that “ the players ’ invisibility is ignored for purposes of these attacks due to her Feral Senses feature. ” If you meant that the attacks would n’t have to be made with disadvantage, you were wholly correct. But feral Senses does n’t let you actually see invisible creatures : it just makes you thus capable that you can placid accurately assail creatures that are invisible. I mention the eminence because the rules on spiritual world targets state that :
When you attack a target that you can ’ thymine witness, you have disadvantage on the attack roll. This is true whether you ’ re guessing the prey ’ mho location or you ’ re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss ( PHB, p. 194-195, bluff added )
feral Senses will always remove the disadvantage on an attack paradiddle against an invisible creature, which will help quite a sting. But it merely lets you know an invisible creature ‘s location under some specific conditions. According to the textbook on Feral Senses ( PHB, p. 92, bold added )
You are besides aware of the placement of any inconspicuous creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren ’ deoxythymidine monophosphate blinded or deafened .
You indicated that this tactic would be used as the PCs entered “ a boastfully hall, ” and that some of the PCs “ are very good at Dex saves. ” This led me to believe that there are two potential confounds to your scheme.
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1.) The Ranger might not know where Hidden (read: stealthy) characters are
If your characters are “ very full at Dex saves, ” I assume that at least some of them may be furtive. If the integral party is invisible, I assume that at least some of them are trying to remain silent as they move along. And since inconspicuous creatures can constantly attempt to Hide ( PHB, p. 177 ), if they roll well on their Stealth than your texas ranger does on Perception, they will be hidden. And since feral Senses does n’t let you know the placement of obscure creatures, that means your Ranger will be guessing their location, or may plainly not know they are in the room. This could lead to your Ranger missing these characters, in cattiness of his/her incredible bonus to attack.
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2.) The Ranger may not know where characters are if they are far away in this “large hall”
It is accepted that unless characters are actively Hiding, it is fairly obvious where they are while they are in fight. however, this principle becomes questionable at longer ranges. If your Ranger is 100+ feet away from the PCs, it ‘s a moment storm that they can tell where the characters are from sound alone, particularly if the characters are attempting to be calm. feral Senses explicitly lets the Ranger know the PCs ‘ locations if they are within 30 feet. But at that stove, it seems to me like there ‘s a danger that the PCs will chase the Ranger down .
naturally, as the DM you can declare that the Ranger is aware of the PCs location at any image you want : possibly the Ranger is wearing a vest of Eyes ( DMG, p. 194 ), or has preternaturally acuate hearing. And as the DM you are wholly in charge of when stealth can reasonably be applied, and under what circumstances creatures are able of hiding. But as you mentioned that you wanted “ to do this ‘fair and square ‘ with a RAW-built NPC ”, I thought you should know about some of the RAW limits on the Ranger ‘s Feral Senses .