There are multiple pieces. The defense of this ability has rested on a lot of well if you ignore part of it and create a scenario where only one piece applies before switching to frustration that some the other pieces apply then.Any "frustration" is caused purely when people miss the obvious point that being an at-will isn't a particularly major upgrade to the potency of a utility feature. Since you're arguing about arrows and such, you're engaging in that particular fallacy.
5TH LEVEL: CUNNING STRIKE
You have developed cunning ways to use your
Sneak Attack. When you deal Sneak Attack
damage, you can add one of the following
Cunning Strike effects. Each effect has a die cost,
which is the number of Sneak Attack damage
dice you must forego to add the effect. You
remove the die before rolling, and the effect
occurs immediately after the attack’s damage is
dealt. For example, if you add the Poison effect,
remove 1d6 from the Sneak Attack’s damage
before rolling.
If a Cunning Strike effect requires a saving
throw, the DC equals 8 + your Proficiency Bonus
+ your Dexterity modifier.
Disarm (Cost: 1d6). The target must succeed
on a Dexterity saving throw, or it drops one item
of your choice that it’s holding.
Poison (Cost: 1d6). You add a toxin to your
strike, forcing the target to make a Constitution
saving throw. On a failed save, the target has the
Poisoned condition for 1 minute. At the end of
each of its turns, the Poisoned target can repeat
the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s
Kit on your person.
Trip (Cost: 1d6). If the target is Large or
smaller, it must succeed on a Dexterity saving
throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the
attack, you move up to half your Speed without
provoking Opportunity Attacks.
You have developed cunning ways to use your
Sneak Attack. When you deal Sneak Attack
damage, you can add one of the following
Cunning Strike effects. Each effect has a die cost,
which is the number of Sneak Attack damage
dice you must forego to add the effect. You
remove the die before rolling, and the effect
occurs immediately after the attack’s damage is
dealt. For example, if you add the Poison effect,
remove 1d6 from the Sneak Attack’s damage
before rolling.
If a Cunning Strike effect requires a saving
throw, the DC equals 8 + your Proficiency Bonus
+ your Dexterity modifier.
Disarm (Cost: 1d6). The target must succeed
on a Dexterity saving throw, or it drops one item
of your choice that it’s holding.
Poison (Cost: 1d6). You add a toxin to your
strike, forcing the target to make a Constitution
saving throw. On a failed save, the target has the
Poisoned condition for 1 minute. At the end of
each of its turns, the Poisoned target can repeat
the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s
Kit on your person.
Trip (Cost: 1d6). If the target is Large or
smaller, it must succeed on a Dexterity saving
throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the
attack, you move up to half your Speed without
provoking Opportunity Attacks.
FLY SPEED
A Fly Speed can be used to travel through the air.
While you have a Fly Speed, you can stay aloft
until you land, fall, or die.
While flying, you fall if you lack the Hover trait
and have the Incapacitated or Prone condition or
your Fly Speed is reduced to 0.
A Fly Speed can be used to travel through the air.
While you have a Fly Speed, you can stay aloft
until you land, fall, or die.
While flying, you fall if you lack the Hover trait
and have the Incapacitated or Prone condition or
your Fly Speed is reduced to 0.
edit: CATLIKE TYPING DETECTED