The Dodr Dragon
2017-11-06, 02:35 AM
I was getting into 5e after moving from 3.5e, realizing the differences, good and bad, and was looking into the Heavy Armor master feat when I couldn't really understand how the wording was meant to function. I then saw some posts around with a lot of RAI differences and a couple threads about the balance of this Heavy Armor Master feat, being out of wack and stuff, here on giantitp.
I want to give situational and balance perspective to this feat, to you, and to re-look at it's wording and functionality, and then make a whole (slightly) new version of the feat that serves the players, and DM's that have it in their games, more enjoyably, realistically and balancedly.
These are the relevant topicals for the Heavy Armor Master feat.
1) This feat's efficiency is heavily determined by the specifics of any singular encounter more so than the character that possesses the feat. Which is good for balance in and of it'self. Reasoning?: Does not work versus any magic (or to benefit any threats asking for ability-saves) and is extremely more potent for multiple-attacks via either a singular opponent like a TWF or Rapid Firing ranged character -or, simply a pack of smaller enemies with little attacks. It's a feat that specializes in taking on the many instead of the BBEG himself. He's the swarm-killer but also really wants more mileage for his 1-to-2 ability score loss and heavy-armor requirement by taking this feat.
2) It has some RAW vs. RAI differences as to whether it effects all mundane-attacks or only mundane "weapons" held by creatures. It seems that all mundane attacks (or 99% thereof) makes a lot more logical sense in and of it'self and to be the fair-er answer, and I believe that gains it the lead in the argument personally.
3) It is really useless if common enemies have magical attacks and has this feat basically function as DR 3/Magic.
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So, how can a function so strong as Damage Reduction(DR), with as much of an investment, be balanced for later levels without getting out of hand is the goal in mind. I believe I have accumulated a strong answer -at least for my own view of the gamespace for this feat.:
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Homebrew'ed Heavy Armor Master:
"Pristine defensive maneuvers resists against all but the most Impactful of physical insecurities to one's personal safety in those demanding bouts of martial prowess."
This feat does not apply when you are not wearing Heavy Armor. You must be proficient in Heavy Armor to take this feat.
Lower the hit-point damage this character takes from every and all attacks that deal Bludgeoning, Piercing and/or Slashing damage by your proficiency bonus for your character level.
- - - - - - - - - - - -
Gain Damage Reduction equal to your Proficiency Bonus against almost all martial, damaging attacks.
- - - - - - - - - - - -
Dev Note: The wording of the original feat almost sounds confused, and this homebrew takes the feat down the road of "non-magic damage" being transformed to "non-spell-ish-damage". Or in other words, the breadth of physical-attack threats that an armor piece normally applies for, applies for the resistances here thereof.
I want to give situational and balance perspective to this feat, to you, and to re-look at it's wording and functionality, and then make a whole (slightly) new version of the feat that serves the players, and DM's that have it in their games, more enjoyably, realistically and balancedly.
These are the relevant topicals for the Heavy Armor Master feat.
1) This feat's efficiency is heavily determined by the specifics of any singular encounter more so than the character that possesses the feat. Which is good for balance in and of it'self. Reasoning?: Does not work versus any magic (or to benefit any threats asking for ability-saves) and is extremely more potent for multiple-attacks via either a singular opponent like a TWF or Rapid Firing ranged character -or, simply a pack of smaller enemies with little attacks. It's a feat that specializes in taking on the many instead of the BBEG himself. He's the swarm-killer but also really wants more mileage for his 1-to-2 ability score loss and heavy-armor requirement by taking this feat.
2) It has some RAW vs. RAI differences as to whether it effects all mundane-attacks or only mundane "weapons" held by creatures. It seems that all mundane attacks (or 99% thereof) makes a lot more logical sense in and of it'self and to be the fair-er answer, and I believe that gains it the lead in the argument personally.
3) It is really useless if common enemies have magical attacks and has this feat basically function as DR 3/Magic.
|\
|/
So, how can a function so strong as Damage Reduction(DR), with as much of an investment, be balanced for later levels without getting out of hand is the goal in mind. I believe I have accumulated a strong answer -at least for my own view of the gamespace for this feat.:
- - - - - - - - - - - -
Homebrew'ed Heavy Armor Master:
"Pristine defensive maneuvers resists against all but the most Impactful of physical insecurities to one's personal safety in those demanding bouts of martial prowess."
This feat does not apply when you are not wearing Heavy Armor. You must be proficient in Heavy Armor to take this feat.
Lower the hit-point damage this character takes from every and all attacks that deal Bludgeoning, Piercing and/or Slashing damage by your proficiency bonus for your character level.
- - - - - - - - - - - -
Gain Damage Reduction equal to your Proficiency Bonus against almost all martial, damaging attacks.
- - - - - - - - - - - -
Dev Note: The wording of the original feat almost sounds confused, and this homebrew takes the feat down the road of "non-magic damage" being transformed to "non-spell-ish-damage". Or in other words, the breadth of physical-attack threats that an armor piece normally applies for, applies for the resistances here thereof.