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AvatarVecna
2017-06-03, 12:10 AM
Distracted Opponent

When you're being harried in melee, it can be dangerous to split your attention between multiple foes.

When a creature you're targeting with an attack has one or more enemies in melee with it, you gain a bonus to your attack roll equal to the number of enemies in melee with them (to a maximum of +4). The DM can lessen or even entirely mitigate this bonus if they feel that the enemies in melee with your target are not a significant enough threat to distract your target from you.

Two-Weapon Fighting

When you take the Attack action and attack with a light weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand, adding your attribute to damage as normal.

If you are 11th level or higher, and you have the Extra Attack class feature, you may make a second attack with your off-hand weapon as part of the same bonus action.

Grappling

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than two sizes larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition. Creatures that are larger than you have advantage on grapple checks made to oppose you, and creatures two sizes larger than you can automatically escape your grapple.

Shoving A Creature

Using the Attack action, you can make a special melee attack to shove a creature, either to push it away from your, or to send it tumbling to the ground. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your Shove must be no more than two sizes larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by either the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which ability they use); if your target is two sizes larger than you, you have disadvantage on this check. If you win the contest, you either push the target {Str mod times proficiency bonus, plus the difference in your check results} feet, or you knock the target prone and slide them for half that distance.

If a target is Shoved into a barrier before the full distance is completed, the target and the barrier both take damage equal to the lesser of "twice the remaining distance in feet" or "the amount of damage necessary to destroy the barrier", and the distance to be Shoved is lessened by half the damage dealt in this manner. Thus, if the barrier is destroyed but distance still remains, you are then shoved the rest of the distance (or until you hit another barrier and this step is done again).

Athlete

You have undergone extensive physical training to gain the following benefits:
Increase either your Strength or Dexterity score by 1, to a maximum of 20.
Gain proficiency in either Athletics or Acrobatics (your choice).
Climbing does not halve your speed.
Standing from prone only takes up 5 ft of movement.
You have advantage on checks made to swim or to resist fatigue effects.
You can a standing long or high jump without a running start.

Charger

When you use your action to Dash, you can use a Bonus Action to make one melee weapon attack (which deals additional damage equal to your weapon's damage dice times the number of additional attacks you'd normally make) or to Shove a creature (with advantage on the roll). If you move at least 20 ft immediately before taking this bonus action, add your level to the damage dealt (if you were making an attack) or you increase the distance they would be Shoved by 10 ft (if you were shoving).

Defensive Duelist

Your mastery of this more delicate fighting style gives you the following benefits:
When an opponent within your reach misses you with a melee attack, you may use your reaction to make a single attack on them using a finesse weapon you're currently wielding.
When an opponent hits you with a weapon attack, you may use your reaction to increase your AC by your Proficiency bonus against that opponent until the end of your next turn. This may cause the triggering attack to miss you.

Dual Wielder

Your mastery of this more balanced fighting style gives you the following benefits:
You gain +1 to attack, +1 to damage, and +1 to AC when dual-wielding.
You can dual-wield one-handed weapons even if they aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secrets found in many dungeons, you gain the following benefits:
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
You can use your Bonus Action to Search, and can search for traps while traveling at a normal pace.
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors, traps, or illusions.

Durable

Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you spend a Hit Die to regain hit points, you regain twice the normal amount.
You regain all spent Hit Dice when you finish a long rest.

Grappler

You've developed the skills necessary to hold your own in close quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creatures you are grappling.
You can use your action to try and pin a creature grappled by you. To do so, make another grapple check; if you succeed, the creature is restrained until the grapple ends.
Creatures one size larger than you no longer have advantage to oppose your grapple, and creatures two sizes larger than you can no longer automatically escape.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+(your Medicine skill bonus) hit points to it, plus additional hit points equal to the creatures maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Heavy Armor Master

You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, subtract your proficiency bonus from the damage you take from any source.

Keen Mind

Your memory is like a steel vault, keeping hold of everything you've ever experienced. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
Gain proficiency in one Intelligence-based skill; if the skill you chose is one you're already proficient in, you instead gain twice your proficiency bonus to that skill (this does not stack with similar abilities).
You add half your proficiency bonus (rounded up) to any Intelligence-based skill you're not proficient in. This does not stack with similar abilities.
You can accurately recall anything you have seen or heard within the past month.

Linguist

You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn four languages of your choice.
You can ably create written ciphers. Others can't decipher a code you creature unless your teach them, they use magic to decipher it, or they succeed on an Intelligence check (DC=10+your Intelligence modifier+twice your proficiency bonus).

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
When a creature within your melee reach casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within your melee reach.

Magic Initiate

Choose a class that can cast spells. You learn two cantrips of your choice from that class' spell list. In addition, choose one 1st level spell from that same class spell list. You can cast that spell at its lowest level once per long rest. At 6th level, you may choose an additional cantrip to learn. At 12th level, you may choose an additional 1st level spell (which you may cast once per long rest at its lowest level). At 18th level, you may choose a single 2nd level spell, which you can cast once per long rest at its lowest level.

Your spellcasting ability for these spells is the same as for the class whose list you selected them from.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
You learn one maneuvers of your choice from among those available to the Battle Master archetype of the Fighter class; you gain an additional maneuver at level 5, level 10, level 15, and level 20. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8+your proficiency bonus+ your Strength of Dexterity modifier (your choice).
You gain two d4 superiority dice, and gain an additional die at 7th and 14th level; additionally, these dice become d6s at 9th level, and become d8s at 18th level. These dice can be used to fuel your maneuvers. A superiority die is expended when you use a maneuver, and is recovered when you spend a short or long rest.

If you already possess maneuvers and specialty dice from a class feature, they abilities are kept separate, although you can still benefit from both of them; that is to say,
you cannot use Martial Adept superiority dice to fuel Battlemaster maneuvers, or vice versa. This means that, even if you already possess a maneuver from your one source, you can still select it as a maneuver for the other; doing so means you can use both die pools to fuel that maneuver, making it available far more often to you than to others who have only the feat, or only the class feature.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
Standing from prone only takes up 5 ft of movement.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Observant

Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
You have advantage on initiative checks.

Savage Attacker

Whenever you score a hit (including a critical hit) with a weapon attack, you may roll your damage dice pool twice and choose either result.

Whenever you score a critical hit, you gain an additional two damage dice of the same size as your base weapon damage.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
At any point during a turn in which you take the Attack action, you can use a Bonus Action to Shove a creature within 5 feet of you with your shield.
Whenever you successfully Shove a creature while wielding a shield, you may increase the distance they are shoved by 5 feet.

Skilled

You gain proficiency in any combination of three skills or tools of your choice. You may give up one of these proficiencies to gain expertise in a skill or tool you are proficient in (which does not necessarily have to be one that was selected with this feat).

Skulker

You are an expert at slinking through shadows. You gain the following benefits:
You can try to hide while you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
You may travel at a normal pace while sneaking without penalty.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons (which become d6 weapons for you) and unarmed strikes (which become d4 weapons for you). At 7th and 14th level, each of these improves by one step (d4 to d6, d6 to d8, or d8 to d10). This unarmed strike progression does not stack with other unarmed strike progressions; if you have multiple unarmed strike progressions, you must choose only one of them to use at a time.
You gain a damage bonus with unarmed strikes and improvised weapons equal to half your proficiency bonus (rounded up).
When you hit a creature with an unarmed strike or an improved weapon on your turn, you can use a bonus action to attempt to grapple the target.

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional two hit points. Additionally, once per long rest, when you are reduced to 0 hit points but not outright killed, you can drop to 1 hit point instead.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency in all simple and martial weapons.
Select three weapon you are proficient with. When making an attack with one of these three weapons, you may declare it to be a Masterful Strike, gaining a bonus to the attack and damage roll equal to your proficiency bonus and doubling their base weapon damage dice for this one attack. Once you have made a Masterful Strike, you must take a short or long rest before you can take it once more.

JNAProductions
2017-06-03, 12:23 AM
Okay, only MAJOR issues are Defensive Duelist and Charger.

Defensive Duelist is, honestly, totally fine WITHOUT Bonus Action Dodge. Free attack on a miss and extra AC on a hit is well worth a feat.

Charger... Auto-Crit bad. Auto-Crit makes Paladins and Rogues very happy. Like, creepily happy. So, instead of an auto-crit, how about just doubling WEAPON damage dice?

AvatarVecna
2017-06-03, 12:38 AM
Okay, only MAJOR issues are Defensive Duelist and Charger.

Defensive Duelist is, honestly, totally fine WITHOUT Bonus Action Dodge. Free attack on a miss and extra AC on a hit is well worth a feat.

Charger... Auto-Crit bad. Auto-Crit makes Paladins and Rogues very happy. Like, creepily happy. So, instead of an auto-crit, how about just doubling WEAPON damage dice?

Alrighty, changes have been made. I'm probably going to go over the UA feats next, and maybe some homebrew feats as well.

Ziegander
2017-06-03, 02:51 AM
I feel that most of these changes are great, but that Martial Adept almost entirely invalidates the Battlemaster subclass and that the new Savage Attacker has gone much too far in the opposite direction (what was once garbage is now just ridiculously good).

Say you're a V. Human, 1st level Fighter. Every turn you attack with your Greatsword for 6d6 + 3 (avg. 24) with "damage advantage?" WOW. That's casually one-shotting CR 1s and occasionally one-shotting CR 2s as well, especially when you're re-rolling your 1s and 2s because of Great Weapon Fighting style.

lunaticfringe
2017-06-03, 07:31 AM
Well now I have to make a character that throws random oddments & loose change (pretty sure silver pieces come pre Silvered) at people. Perhaps​ the occasional cat.

AvatarVecna
2017-06-03, 10:40 AM
I feel that most of these changes are great, but that Martial Adept almost entirely invalidates the Battlemaster subclass and that the new Savage Attacker has gone much too far in the opposite direction (what was once garbage is now just ridiculously good).

Say you're a V. Human, 1st level Fighter. Every turn you attack with your Greatsword for 6d6 + 3 (avg. 24) with "damage advantage?" WOW. That's casually one-shotting CR 1s and occasionally one-shotting CR 2s as well, especially when you're re-rolling your 1s and 2s because of Great Weapon Fighting style.

You've got a point about Savage Attacker, although less of a point about Battlemaster. You don't ever learn more maneuvers, you just get slightly better with the ones you have...and Battlemasters aren't prevented from taking this feat either (and they've got more feat slots with which to potentially spend on stuff like this than most classes do).

EDIT: It's worth mentioning, though, that it wouldn't be 6d6 for a Greatsword, but rather 4d6; it works the same way the Barbarian's Brutal Critical does, granting 2 additional dice of the same size as the base weapon; Greatsword deals d6s, so it gets +2d6, not +4. Of course, your point is still valid in regards to other weapons, such as a Greataxe (3d12+3 instead of 1d12+3).

EDIT 2: changes have been made to Savage Attacker. Also, a comparison between Martial Adept and Battlemaster:





Level
MA Known
MA Dice
BM Known
BM Dice


1
2
2d4
-
-


2
2
2d4
-
-


3
2
2d4
3
4d8


4
2
2d6
3
4d8


5
2
2d6
3
4d8


6
2
2d6
3
4d8


7
2
2d6
5
5d8


8
2
3d6
5
5d8


9
2
3d6
5
5d8


10
2
3d6
7
5d10


11
2
3d6
7
5d10


12
2
3d8
7
5d10


13
2
3d8
7
5d10


14
2
3d8
7
5d10


15
2
3d8
9
6d10


16
2
4d8
9
6d10


17
2
4d8
9
6d10


18
2
4d8
9
6d12


19
2
4d8
9
6d12


20
2
4d10
9
6d12




However, looking back at the Battlemaster, I can see you have a bit of a point: while the number of dice and the number of maneuvers doesn't really cut into the BM much, the die sizes advance very quickly, while the Battlemaster gets tons of Maneuvers. This will be rectified shortly.




Level
MA Known
MA Dice
BM Known
BM Dice


1
1
2d4
-
-


2
1
2d4
-
-


3
1
2d4
3
4d8


4
1
2d4
3
4d8


5
2
2d4
3
4d8


6
2
2d4
3
4d8


7
2
3d4
5
5d8


8
2
3d4
5
5d8


9
2
3d6
5
5d8


10
3
3d6
7
5d10


11
3
3d6
7
5d10


12
3
3d6
7
5d10


13
3
3d6
7
5d10


14
3
4d6
7
5d10


15
4
4d6
9
6d10


16
4
4d6
9
6d10


17
4
4d6
9
6d10


18
4
4d8
9
6d12


19
4
4d8
9
6d12


20
5
4d8
9
6d12

JNAProductions
2017-07-18, 09:07 PM
Two-Weapon Fighting: What does the style do now?

AvatarVecna
2017-07-18, 09:20 PM
Two-Weapon Fighting: What does the style do now?

Take a look. (http://www.giantitp.com/forums/showthread.php?526360-Fighting-Style-Upgrades-Remixes-Homebrew)