Wufflykins
2016-12-16, 08:06 PM
So guys, I want this feat to fall in line with Sharpshooter, Shield Master and Great Weapon Master.
Kind of a Two-or-Three part feat with some broad use and some specific use.
Right now - I'll say it plainly - it's broken. The two 'parts' that I have right now synergise way too well; I need them to not synergise quite so well.
The first part works pretty well the way you expect - I'm limiting it to Versatile/Heavy weapons to prevent synergy with Defensive Duelist.
I think it'll be close to balanced if I can preclude the second ability from triggering the first - so I'm open to ideas about how to word that without it being... Wordy...
You can tell I'm practically shakespearean in my wordsmithery.
I think the new version cleans things up and prevents interactions in ordinary circumstances (the exception I can think of is a round where you:
But you're using a precious resource to do this that will only last one round so I figure it's not rustle anyone's jimmies to badly.
That being said if you think you have a better idea for how to bring this classic into the new age I'd love to hear it. Without further gilding the lily I present:
Combat Expertise
You notice the most subtle openings and cues offered by yourself and your opponents and can punish their mistakes. You gain the following benefits:
When you take the attack action on your turn, you can decide to fight defensively. Doing so imposes disadvantage on all attacks rolls made against you, but attack rolls you make are also made at disadvantage. Additionally you have advantage on checks and saving throws made to resist being grappled, shoved and disarmed. The effects of this ability last until the start of your next turn.
When a creature makes a melee attack against you with disadvantage and misses, you can use your reaction to make a melee weapon attack against the creature.
When you make a melee weapon attack as a reaction you may add your intelligence modifier to the damage.
Combat Expertise
You can increase your defense at the expense of your accuracy. You gain the following benefits:
When you take the attack action on your turn, you can take a -5 penalty on attack rolls and athletics checks to shove or grapple to gain a +5 bonus to your Armor Class and checks made to resist shoving and grappling. The effects of this ability last until the start of your next turn. You must be wielding a weapon with the two-handed or versatile property to gain this benefit.
When you take the dodge action on your turn you can make one melee weapon attack as a bonus action.
Combat Expertise
You can increase your defense at the expense of your accuracy. You gain the following benefits:
The first time you make melee attack with a versatile or heavy weapon on each of your turns, you can take a -5 penalty on attack rolls and athletics checks to shove or grapple to gain a +5 bonus to your Armor Class and checks made to resist shoving and grappling. The effects of this ability last until the start of your next turn.
When you take the dodge action on your turn you can make one melee weapon attack as a bonus action.
Kind of a Two-or-Three part feat with some broad use and some specific use.
Right now - I'll say it plainly - it's broken. The two 'parts' that I have right now synergise way too well; I need them to not synergise quite so well.
The first part works pretty well the way you expect - I'm limiting it to Versatile/Heavy weapons to prevent synergy with Defensive Duelist.
I think it'll be close to balanced if I can preclude the second ability from triggering the first - so I'm open to ideas about how to word that without it being... Wordy...
You can tell I'm practically shakespearean in my wordsmithery.
I think the new version cleans things up and prevents interactions in ordinary circumstances (the exception I can think of is a round where you:
But you're using a precious resource to do this that will only last one round so I figure it's not rustle anyone's jimmies to badly.
That being said if you think you have a better idea for how to bring this classic into the new age I'd love to hear it. Without further gilding the lily I present:
Combat Expertise
You notice the most subtle openings and cues offered by yourself and your opponents and can punish their mistakes. You gain the following benefits:
When you take the attack action on your turn, you can decide to fight defensively. Doing so imposes disadvantage on all attacks rolls made against you, but attack rolls you make are also made at disadvantage. Additionally you have advantage on checks and saving throws made to resist being grappled, shoved and disarmed. The effects of this ability last until the start of your next turn.
When a creature makes a melee attack against you with disadvantage and misses, you can use your reaction to make a melee weapon attack against the creature.
When you make a melee weapon attack as a reaction you may add your intelligence modifier to the damage.
Combat Expertise
You can increase your defense at the expense of your accuracy. You gain the following benefits:
When you take the attack action on your turn, you can take a -5 penalty on attack rolls and athletics checks to shove or grapple to gain a +5 bonus to your Armor Class and checks made to resist shoving and grappling. The effects of this ability last until the start of your next turn. You must be wielding a weapon with the two-handed or versatile property to gain this benefit.
When you take the dodge action on your turn you can make one melee weapon attack as a bonus action.
Combat Expertise
You can increase your defense at the expense of your accuracy. You gain the following benefits:
The first time you make melee attack with a versatile or heavy weapon on each of your turns, you can take a -5 penalty on attack rolls and athletics checks to shove or grapple to gain a +5 bonus to your Armor Class and checks made to resist shoving and grappling. The effects of this ability last until the start of your next turn.
When you take the dodge action on your turn you can make one melee weapon attack as a bonus action.