Take Aim

Feat
Feat Effect

Allows to have no disadvantage or advantage on ranged weapon attacks for a turn for bonus action.

Prerequisites

Lv. 4 or 8 of any Class, or Lv. 6 of Fighter.

Take Aim is a Feat in Solasta: Crown of the Magister. Feats are special abilities that are unlocked upon reaching Level 4 and these grant various bonuses for the character. When you reach levels 4 and 8, you gain the Ability Score Choice Feature that will allow you to select a Feat if you prefer it over increasing your Ability Score.

 

Take Aim Information

  • You can use your bonus action to take aim. Until the end of your turn, your ranged weapon attacks have no disadvantage or advantage, no matter the conditions

 

How to unlock Take Aim

You'll need to fulfill the following requirements to unlock Take Aim

 

Take Aim Tips & Notes

  • Note 1
  • Note 2

 

 

Solasta: Crown of the Magister Feats
Acute Senses  ♦  Ambidextrous  ♦  Armor Master  ♦  Creed of Arun  ♦  Creed of Einar  ♦  Creed of Maraike  ♦  Creed of Misaye  ♦  Creed of Pakri  ♦  Creed of Solasta  ♦  Discretion of the Coedymwarth  ♦  Dungeon Maker  ♦  Eager for Battle  ♦  Enduring Body  ♦  Flawless Concentration  ♦  Focused Sleeper  ♦  Follow Up Strike  ♦  Hard to Kill  ♦  Hauler  ♦  Lock Breaker  ♦  Manipulator  ♦  Master Alchemist  ♦  Master Enchanter  ♦  Might of the Iron Legion  ♦  Raise Shield  ♦  Robust  ♦  Rush to Battle  ♦  Sturdiness of the Tundra  ♦  Twin Blade



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    • Anonymous

      This is lame and as written, no one would take this. Take Aim should be a Bonus Action that GIVES Advantage until the end of your turn on all ranged attacks. For balance, using Take Aim could require reduction or elimination of your movement that round.

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