PhoenixPhyre
2022-05-25, 01:44 PM
Proposal:
The following feats no longer exist: SS, CBE, PAM, GWM. DW is replaced by DW.v2
Instead, the capabilities of those feats are modified and split up between the four classes (Barbarian, Fighter, Ranger[1], Rogue) or converted into general rules.
Changelog: v2.0 after strikeouts, plus reworked rogue.
General Rules
1. Anyone wielding a heavy melee weapon to make an attack on their turn can subtract their proficiency bonus from the attack roll; when they do so and hit with the attack, they can add twice their proficiency bonus to the damage dealt. This option can only be used once per turn.
2. Anyone who has the Extra Attack feature can reload a loading weapon as a bonus action. This bonus action can be taken between attacks.
3. Anyone wielding a heavy ranged weapon can subtract their proficiency bonus from the attack roll; when they do so and hit with the attack, they can add twice their proficiency bonus to the damage dealt. This option can only be used once per turn and you cannot move on the turn you do this (before or after); your speed counts as being zero until the beginning of your next turn. Edit: This cannot be used in conjunction with any other ability that demands you not move (such as Steady Aim). (Based on Amechra's feedback): Anyone can use Steady Aim with a ranged weapon.
4. Anyone wielding a glaive, spear, pike, halberd, or quarterstaff in both hands that takes the Attack action can treat the butt end as a light weapon wielded in the other hand for the purposes of TWF. The weapon's damage die is a d4 for this attack and it deals bludgeoning damage. (Based on Amechra's feedback) Add the bullet point about making opportunity attacks when creatures enter your reach to the definition of the Reach weapon property.
5 (new in v2.0). The rules for TWF are updated to remove the word "melee". Any pair of weapons held in separate hands (ranged or melee) qualify for TWF if they otherwise would.
Note: all these features add to what the class would normally get at that level instead of replacing it.
[1] why ranger? Because they need love. Paladins don't. Kensei monks may need a particular feature to replace SS, but that's out of scope here a bit.
Cleaving Strikes : Starting at level 7, you've learned to flow your strikes together. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Additionally, you can [use general rule #1] with any melee weapon instead of only heavy ones.
Crushing Strikes: Starting at level 13, you can [use general rule #1] on any attack you make. If you do so and score a critical hit, instead of only rolling twice the dice, also double all constant modifiers to the damage.
Martial Specialization: Starting at level 9, you've specialized in your preferred style even more. You gain an additional benefit for your chosen fighting style[1].
* Archery: You no longer suffer disadvantage out to the long range of the weapon, including from having an enemy within 5'.
* Defense: If your armor would impose disadvantage on Dexterity (Stealth) checks, it no longer does.
* Dueling: You can [use general rule #1] with a weapon as long as it qualifies for this fighting style.
* Great Weapon Fighting: When you reduce an enemy to 0 hit points with a qualifying weapon, you can make one melee weapon attack as a bonus action.
* Protection: When you impose disadvantage using this feature, the disadvantage affects all attacks the attacker makes until the end of their turn instead of just one attack.
* Two-weapon fighting: TWF no longer requires a bonus action but is limited to one extra attack per Attack action.
Martial Versatility: Starting at level 13, you've also gained facility with other weapons. You gain the following benefits:
* While wielding a glaive, spear, halberd, pike or quarterstaff in both hands you can make opportunity attacks when creatures enter your reach or moves further away from you. While wielding a reach weapon you can also make opportunity attacks when creatures move within your reach without taking the Disengage action
* While wielding a heavy ranged weapon, you can [use general rule #3] on any attack you make on your turn.
* When you engage in TWF, you can now make a number of additional attacks equal to your normal number of attacks - 1 instead of just 1.
* While wielding a heavy melee weapon you can [use general rule #1] on any attack you make on your turn.
Specialized Style Starting at level 9, you specialize in either two-weapon fighting or ranged combat, gaining the appropriate feature from below.
* TWF: TWF no longer requires a bonus action and you are no longer required to only use light weapons.
* Archery: You no longer suffer disadvantage out to the long range of the weapon, including from having an enemy within 5'. When you [use general rule #3], you can move up to half your speed on that same turn.
Further Specialization Starting at level 13, you have specialized even further.
* TWF: When you hit the same target with an attack from both hands, they take additional damage equal to your proficiency bonus from the second hit.
* Archery: You can now move freely when using [general rule #3].
Note: Heavily reworked.
Slice n' Dice v2.0 Starting at level 7, TWF no longer requires a bonus action but is limited to one additional attack per turn and you can attack with both weapons on an opportunity attack if you otherwise qualify for TWF. Additionally, you no longer suffer disadvantage from having an enemy within 5' of you when you make a ranged attack with a hand crossbow.
The following feats no longer exist: SS, CBE, PAM, GWM. DW is replaced by DW.v2
Instead, the capabilities of those feats are modified and split up between the four classes (Barbarian, Fighter, Ranger[1], Rogue) or converted into general rules.
Changelog: v2.0 after strikeouts, plus reworked rogue.
General Rules
1. Anyone wielding a heavy melee weapon to make an attack on their turn can subtract their proficiency bonus from the attack roll; when they do so and hit with the attack, they can add twice their proficiency bonus to the damage dealt. This option can only be used once per turn.
2. Anyone who has the Extra Attack feature can reload a loading weapon as a bonus action. This bonus action can be taken between attacks.
3. Anyone wielding a heavy ranged weapon can subtract their proficiency bonus from the attack roll; when they do so and hit with the attack, they can add twice their proficiency bonus to the damage dealt. This option can only be used once per turn and you cannot move on the turn you do this (before or after); your speed counts as being zero until the beginning of your next turn. Edit: This cannot be used in conjunction with any other ability that demands you not move (such as Steady Aim). (Based on Amechra's feedback): Anyone can use Steady Aim with a ranged weapon.
4. Anyone wielding a glaive, spear, pike, halberd, or quarterstaff in both hands that takes the Attack action can treat the butt end as a light weapon wielded in the other hand for the purposes of TWF. The weapon's damage die is a d4 for this attack and it deals bludgeoning damage. (Based on Amechra's feedback) Add the bullet point about making opportunity attacks when creatures enter your reach to the definition of the Reach weapon property.
5 (new in v2.0). The rules for TWF are updated to remove the word "melee". Any pair of weapons held in separate hands (ranged or melee) qualify for TWF if they otherwise would.
Note: all these features add to what the class would normally get at that level instead of replacing it.
[1] why ranger? Because they need love. Paladins don't. Kensei monks may need a particular feature to replace SS, but that's out of scope here a bit.
Cleaving Strikes : Starting at level 7, you've learned to flow your strikes together. On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Additionally, you can [use general rule #1] with any melee weapon instead of only heavy ones.
Crushing Strikes: Starting at level 13, you can [use general rule #1] on any attack you make. If you do so and score a critical hit, instead of only rolling twice the dice, also double all constant modifiers to the damage.
Martial Specialization: Starting at level 9, you've specialized in your preferred style even more. You gain an additional benefit for your chosen fighting style[1].
* Archery: You no longer suffer disadvantage out to the long range of the weapon, including from having an enemy within 5'.
* Defense: If your armor would impose disadvantage on Dexterity (Stealth) checks, it no longer does.
* Dueling: You can [use general rule #1] with a weapon as long as it qualifies for this fighting style.
* Great Weapon Fighting: When you reduce an enemy to 0 hit points with a qualifying weapon, you can make one melee weapon attack as a bonus action.
* Protection: When you impose disadvantage using this feature, the disadvantage affects all attacks the attacker makes until the end of their turn instead of just one attack.
* Two-weapon fighting: TWF no longer requires a bonus action but is limited to one extra attack per Attack action.
Martial Versatility: Starting at level 13, you've also gained facility with other weapons. You gain the following benefits:
* While wielding a glaive, spear, halberd, pike or quarterstaff in both hands you can make opportunity attacks when creatures enter your reach or moves further away from you. While wielding a reach weapon you can also make opportunity attacks when creatures move within your reach without taking the Disengage action
* While wielding a heavy ranged weapon, you can [use general rule #3] on any attack you make on your turn.
* When you engage in TWF, you can now make a number of additional attacks equal to your normal number of attacks - 1 instead of just 1.
* While wielding a heavy melee weapon you can [use general rule #1] on any attack you make on your turn.
Specialized Style Starting at level 9, you specialize in either two-weapon fighting or ranged combat, gaining the appropriate feature from below.
* TWF: TWF no longer requires a bonus action and you are no longer required to only use light weapons.
* Archery: You no longer suffer disadvantage out to the long range of the weapon, including from having an enemy within 5'. When you [use general rule #3], you can move up to half your speed on that same turn.
Further Specialization Starting at level 13, you have specialized even further.
* TWF: When you hit the same target with an attack from both hands, they take additional damage equal to your proficiency bonus from the second hit.
* Archery: You can now move freely when using [general rule #3].
Note: Heavily reworked.
Slice n' Dice v2.0 Starting at level 7, TWF no longer requires a bonus action but is limited to one additional attack per turn and you can attack with both weapons on an opportunity attack if you otherwise qualify for TWF. Additionally, you no longer suffer disadvantage from having an enemy within 5' of you when you make a ranged attack with a hand crossbow.