notXanathar
2019-03-01, 01:57 PM
I was reading through the 5e DMG, and was looking at the alternate action options, and realised that, even there, there aren't very many. This is a thread to post your homebrew dnd(preferably) attack options.
Here are a few to begin.
Guard.
You come to the aid of a vulnerable ally. While you can't heal them, you set about preventing them from coming to harm. Choose one ally adjacent to you. Attack rolls have disadvantage against them if the attacker is within reach of your melee weapon. This extends to all attacks against them if you are wielding a shield. Additionally, when within reach of your weapon hits them with an attack, you may use your reaction to make an attack of opportunity against them.
Rend.
You bring your blade down, ripping open your enemies armour like a tin can. As an attack, make a melee attack. IF you hit, instead of dealing damage, you reduce their AC by your attack modifier, or twice that if it was a critical hit. Te enemy must be wearing armour. you cannot bring their AC below 10 + their dexterity modifier, but the restrictions on the bonus to AC from their dexterity modifier based on the armour still applies until they doff the armour. The reduction to the AC provided by that armour is permanent, until the armour is mended. Magical armour cannot be damaged in this way.
Here are a few to begin.
Guard.
You come to the aid of a vulnerable ally. While you can't heal them, you set about preventing them from coming to harm. Choose one ally adjacent to you. Attack rolls have disadvantage against them if the attacker is within reach of your melee weapon. This extends to all attacks against them if you are wielding a shield. Additionally, when within reach of your weapon hits them with an attack, you may use your reaction to make an attack of opportunity against them.
Rend.
You bring your blade down, ripping open your enemies armour like a tin can. As an attack, make a melee attack. IF you hit, instead of dealing damage, you reduce their AC by your attack modifier, or twice that if it was a critical hit. Te enemy must be wearing armour. you cannot bring their AC below 10 + their dexterity modifier, but the restrictions on the bonus to AC from their dexterity modifier based on the armour still applies until they doff the armour. The reduction to the AC provided by that armour is permanent, until the armour is mended. Magical armour cannot be damaged in this way.