Gnomes2169
2015-10-05, 08:54 PM
Well really, it's more of a dump of things... Feedback would be appreciated.
Fighting styles
Acrobatic: You may use Acrobatics instead of Athletics when you use a combat maneuver like the shove or disarm action, and have advantage on checks made to avoid or escape grapples, restraints and magical paralysis. (Fighter, Ranger)
Avenging: When a creature damages one of your allies, you have advantage on the first attack roll you make against that creature during your next turn. (Fighter, Paladin)
Charging: When you dash you may move an additional 10 feet. You may make an attack with a melee weapon against a creature in melee range at any point of your movement as part of the dash. ((Note, the Charger feat gains a point that if you have this fighting style, you add the +5 damage bonus in the feat to the attack from this fighting style as well)) (Fighter, Ranger)
Executioner: When you damage a creature that is blind, frightened, restrained, incapacitated, paralyzed, prone, stunned or unconscious, you double the damage provided by your ability modifier. On a critical hit against one of these targets, you triple your ability modifier instead. (Fighter)
Phalanx: When an ally within 5 feet of you makes an attack against a creature in your reach, you may use your reaction to give your ally advantage on their attack roll. (Fighter, Paladin, Ranger)
Smiting: When you use your divine smite class feature or cast a spell with the word "smite" in its name, you may increase the damage the feature or spell deals by your charisma modifier. (Paladin)
Skirmish: When you damage a creature from hiding, you may remain hidden until the end of your turn as long as you move. If you end your turn behind a new piece of cover, you may make a new stealth check to attempt to remain hidden as a reaction. (Ranger)
Throwing weapons: You double the range of your throwing weapons, may draw throwing weapons as part of the attack action like you would ammunition for a ranged weapon (1 per attack), and have a +2 bonus on attack rolls made in the short range of your throwing weapons.
((This fighting style is this powerful because throwing weapons have just... So many weaknesses that it isn't even funny. This is compensation for that fact.)) (Fighter, Ranger)
Unarmed: Your unarmed attacks count as light, finesse weapons that deal 1d4 bludgeoning damage for all purposes except disarming. Additionally, any effect or ability that increases your unarmed strike damage, such as the Aarakokra race, each level of monk unarmed attack progression or the tavern brawler feat, increases the size of the damage die of your unarmed strike by one (to a maximum of 1d12). (Fighter)
Unarmored: When you are not wearing armor, your armor class is equal to 13+your dexterity modifier. Additionally, you gain a climb and swim speed equal to your normal movement speed, and may increase the distance you jump by your constitution modifier. (Fighter, Ranger)
Feats
Bannerman
Requirements: Charisma 13
You are a natural leader on the battlefield, commanding, assisting and encouraging your allies.
You may use your bonus action to grant an ally who can hear you within 30 feet advantage on their next attack roll.
While you are bearing the banner of your deity or country, allies who can see it within 30 feet of you have advantage on saving throws against being charmed or frightened.
You may use your reaction when an ally within 30 feet of you takes damage to give them an encouraging shout. The ally gains temporary hit points equal to 1d10+your Charisma modifier. You must finish a long or short rest to regain use of this ability.
Blade dancer
Requirements: Must have the fighting style class feature
Your fighting style is one that resembles the famed dance of death, making you a nightmare for groups to battle, and almost impossible to stop once you get your momentum going.
If you move at least 15 feet in a straight line while taking the attack action with a melee weapon, you may make an additional attack with that weapon as a bonus action.
You gain an additional benefit based on which fighting style you possess. If you have multiple fighting styles, then you must choose which one you benefit from each round.
-Acrobatic: When a creature makes an opportunity attack against you, you may make an attack against the creature as a reaction before the results of their attack are resolved. If you damage the creature, their attack automatically misses.
-Charging: You may make an extra attack as part of the dash action. This is in addition to the attack provided from this feat and the charger fighting style.
-Defense and Unarmored: As long as you are benefiting from your fighting style, enemies have disadvantage on opportunity attacks made against you.
-Dueling: Creatures you damage on your turn have their movement speed reduced by half until the start of your next turn.
-Great weapon fighting: The first time you move within 5 feet of a creature each turn, you may choose to deal damage to it equal to your Strength modifier. You do not deal damage to a creature that you start your turn adjacent to.
-Phalanx: If you attack an enemy that is adjacent to an ally, you may use your reaction to allow your ally to make a weapon attack against the enemy.
-Protection: Each time you damage a creature on your turn, you push that creature 5 feet in a direction of your choice, your shield literally battering them aside. You must have a shield equipped to benefit from this ability.
-Two weapon fighting: When you use your bonus action as detailed in the first part of this feat, you may make a bonus attack against up to two other creatures adjacent to you before the end of your movement. Each bonus attack must be made against a different creature.
-Unarmed: You may attempt to grapple an enemy you strike with the bonus action attack provided by this feat, as long as the attack you make is unarmed.
Fighting style adept
Requirements: Extra attack class feature
You have practiced with and mastered multiple fighting styles.
Increase your Strength, Dexterity or Constitution score by 1.
Choose one fighting style. You gain the benefit of this fighting style.
You may replace a fighting style you knew before taking this feat, learning a new fighting style in its place.
Light weapons master
You are a master of lighter weapons, taking advantage of the smallest gaps in an enemy's defenses and evading enemy's blows alike.
When you make the attack action while wielding a light weapon, you may make an additional attack as a bonus action. If you are two weapon fighting and wielding a light weapon in your off hand, you may make two off hand weapon attacks as a bonus action.
When you are damaged by a melee attack, you may use your reaction to reduce the damage by 1d6+your proficiency bonus.
Opportunist
Your years of combat training have given you an edge when it comes to noticing and taking advantage of the gaps in an enemy's defenses.
When a creature moves more than one space through an area in your reach, or tries to stand up from being prone in a space in your reach, you may use your reaction to make an attack against that creature.
If you damage a creature with your reaction, you regain the use of your reaction. You may not make an opportunity attack against the same creature with this reaction..
Throwing weapons master
When enemies close in around you, you become a deadly fusillade of steel. Your hands are little more than a blur of silver as your enemies fall to the ground, the hilts of your weapons sprouting from their bodies.
You double the range of your throwing weapons. This stacks with the doubled range from the throwing weapons fighting style.
When you take the attack action an use light throwing weapons, such as a dagger, you may throw two additional light throwing weapons as a bonus action.
You do not suffer disadvantage for attacking creatures at long range with your thrown weapons.
You ignore 1/2 and 3/4 cover when you attack with a throwing weapon.
Fighting styles
Acrobatic: You may use Acrobatics instead of Athletics when you use a combat maneuver like the shove or disarm action, and have advantage on checks made to avoid or escape grapples, restraints and magical paralysis. (Fighter, Ranger)
Avenging: When a creature damages one of your allies, you have advantage on the first attack roll you make against that creature during your next turn. (Fighter, Paladin)
Charging: When you dash you may move an additional 10 feet. You may make an attack with a melee weapon against a creature in melee range at any point of your movement as part of the dash. ((Note, the Charger feat gains a point that if you have this fighting style, you add the +5 damage bonus in the feat to the attack from this fighting style as well)) (Fighter, Ranger)
Executioner: When you damage a creature that is blind, frightened, restrained, incapacitated, paralyzed, prone, stunned or unconscious, you double the damage provided by your ability modifier. On a critical hit against one of these targets, you triple your ability modifier instead. (Fighter)
Phalanx: When an ally within 5 feet of you makes an attack against a creature in your reach, you may use your reaction to give your ally advantage on their attack roll. (Fighter, Paladin, Ranger)
Smiting: When you use your divine smite class feature or cast a spell with the word "smite" in its name, you may increase the damage the feature or spell deals by your charisma modifier. (Paladin)
Skirmish: When you damage a creature from hiding, you may remain hidden until the end of your turn as long as you move. If you end your turn behind a new piece of cover, you may make a new stealth check to attempt to remain hidden as a reaction. (Ranger)
Throwing weapons: You double the range of your throwing weapons, may draw throwing weapons as part of the attack action like you would ammunition for a ranged weapon (1 per attack), and have a +2 bonus on attack rolls made in the short range of your throwing weapons.
((This fighting style is this powerful because throwing weapons have just... So many weaknesses that it isn't even funny. This is compensation for that fact.)) (Fighter, Ranger)
Unarmed: Your unarmed attacks count as light, finesse weapons that deal 1d4 bludgeoning damage for all purposes except disarming. Additionally, any effect or ability that increases your unarmed strike damage, such as the Aarakokra race, each level of monk unarmed attack progression or the tavern brawler feat, increases the size of the damage die of your unarmed strike by one (to a maximum of 1d12). (Fighter)
Unarmored: When you are not wearing armor, your armor class is equal to 13+your dexterity modifier. Additionally, you gain a climb and swim speed equal to your normal movement speed, and may increase the distance you jump by your constitution modifier. (Fighter, Ranger)
Feats
Bannerman
Requirements: Charisma 13
You are a natural leader on the battlefield, commanding, assisting and encouraging your allies.
You may use your bonus action to grant an ally who can hear you within 30 feet advantage on their next attack roll.
While you are bearing the banner of your deity or country, allies who can see it within 30 feet of you have advantage on saving throws against being charmed or frightened.
You may use your reaction when an ally within 30 feet of you takes damage to give them an encouraging shout. The ally gains temporary hit points equal to 1d10+your Charisma modifier. You must finish a long or short rest to regain use of this ability.
Blade dancer
Requirements: Must have the fighting style class feature
Your fighting style is one that resembles the famed dance of death, making you a nightmare for groups to battle, and almost impossible to stop once you get your momentum going.
If you move at least 15 feet in a straight line while taking the attack action with a melee weapon, you may make an additional attack with that weapon as a bonus action.
You gain an additional benefit based on which fighting style you possess. If you have multiple fighting styles, then you must choose which one you benefit from each round.
-Acrobatic: When a creature makes an opportunity attack against you, you may make an attack against the creature as a reaction before the results of their attack are resolved. If you damage the creature, their attack automatically misses.
-Charging: You may make an extra attack as part of the dash action. This is in addition to the attack provided from this feat and the charger fighting style.
-Defense and Unarmored: As long as you are benefiting from your fighting style, enemies have disadvantage on opportunity attacks made against you.
-Dueling: Creatures you damage on your turn have their movement speed reduced by half until the start of your next turn.
-Great weapon fighting: The first time you move within 5 feet of a creature each turn, you may choose to deal damage to it equal to your Strength modifier. You do not deal damage to a creature that you start your turn adjacent to.
-Phalanx: If you attack an enemy that is adjacent to an ally, you may use your reaction to allow your ally to make a weapon attack against the enemy.
-Protection: Each time you damage a creature on your turn, you push that creature 5 feet in a direction of your choice, your shield literally battering them aside. You must have a shield equipped to benefit from this ability.
-Two weapon fighting: When you use your bonus action as detailed in the first part of this feat, you may make a bonus attack against up to two other creatures adjacent to you before the end of your movement. Each bonus attack must be made against a different creature.
-Unarmed: You may attempt to grapple an enemy you strike with the bonus action attack provided by this feat, as long as the attack you make is unarmed.
Fighting style adept
Requirements: Extra attack class feature
You have practiced with and mastered multiple fighting styles.
Increase your Strength, Dexterity or Constitution score by 1.
Choose one fighting style. You gain the benefit of this fighting style.
You may replace a fighting style you knew before taking this feat, learning a new fighting style in its place.
Light weapons master
You are a master of lighter weapons, taking advantage of the smallest gaps in an enemy's defenses and evading enemy's blows alike.
When you make the attack action while wielding a light weapon, you may make an additional attack as a bonus action. If you are two weapon fighting and wielding a light weapon in your off hand, you may make two off hand weapon attacks as a bonus action.
When you are damaged by a melee attack, you may use your reaction to reduce the damage by 1d6+your proficiency bonus.
Opportunist
Your years of combat training have given you an edge when it comes to noticing and taking advantage of the gaps in an enemy's defenses.
When a creature moves more than one space through an area in your reach, or tries to stand up from being prone in a space in your reach, you may use your reaction to make an attack against that creature.
If you damage a creature with your reaction, you regain the use of your reaction. You may not make an opportunity attack against the same creature with this reaction..
Throwing weapons master
When enemies close in around you, you become a deadly fusillade of steel. Your hands are little more than a blur of silver as your enemies fall to the ground, the hilts of your weapons sprouting from their bodies.
You double the range of your throwing weapons. This stacks with the doubled range from the throwing weapons fighting style.
When you take the attack action an use light throwing weapons, such as a dagger, you may throw two additional light throwing weapons as a bonus action.
You do not suffer disadvantage for attacking creatures at long range with your thrown weapons.
You ignore 1/2 and 3/4 cover when you attack with a throwing weapon.