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Thread: New/Revised Weapon Style feats
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2017-12-07, 10:49 AM (ISO 8601)
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New/Revised Weapon Style feats
5e has a bunch of feats for fighting with specific weapons. Unfortunately, that leaves a couple styles lacking in comparison, and two of them (Sharpshooter and GWM) are notably stronger than any other option. So... here are some revisions to existing options, and wholly new ones to patch the gaps. What do you think? Any styles I missed?
Blade Mastery
You've learned how to use a blade in ways that stagger the mind. When wielding a shortsword, longsword, greatsword, or rapier, you may take one of the three stances. You may change your stance as a bonus action.
- Parrying Stance: When you are hit by a melee attack, you may use your reaction to roll 1d4 and add it to your AC, potentially turning the hit into a miss.
- Aggressive Stance: Your first attack each round deals an extra 1d4 damage.
- Opportunistic Stance: When making opportunity attacks, you may roll 1d4 and add it to your attack roll.
Bowman
When wielding a long or shortbow, you gain the following benefits:
- You may use your bow as an improvised melee weapon with the Finesse tag, dealing 1d4 damage (for a shortbow) or 1d6 (for a longbow)
- As a bonus action you may draw and notch extra arrows. For the remainder of your turn, your shots have half the normal range, but deal an extra die of weapon damage.
- You may ignore the effects of partial cover and light or strong winds when making ranged weapon attacks.
Crossbow Expert
Unchanged
Defensive Duelist
Now works with all weapons
Einhander
When taking the Attack action with a weapon in one hand and nothing in your off hand, you may use a bonus action to attempt a Shove or Grapple, to gain +2 AC until the start of your next turn, or to make a Sleight of Hand check to interact with your foe.
Grappler
Prerequisite: Strength 13 or higher
- +1 Str
- If you hit a creature with an unarmed strike, whip, or flail, you may attempt to start a grapple as a bonus action.
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Fell Handed
When wielding an axe or a bludgeoning weapon, you gain the following benefits:
- If you reduce an enemy’s hit points to zero, you may make an additional melee attack as a bonus action.
- Whenever you have Advantage on a melee attack roll and hit with both dice, you can knock the target prone
- Whenever you have Disadvantage on a melee attack roll and hit with only one die, the target takes damage equal to your Strength modifier.
Flail Mastery
“When wielding a flail or whip, you gain the following benefits:
- As a bonus action, you may extend your reach by 5 feet until the start of your next turn.
- If you use a Shove action and knock the target prone, you may immediate make a melee attack against them as a free action.
Great Weapon Master
Removed
Polearm Master
Also Works with Spears; requires weapon to be held in two hands
Sharpshooter
Removed
Shield Master
Unchanged
Spear Master
Tavern Brawler
- +1 Str or Dex
- You gain proficiency in Improvised weapons and unarmed strikes, and may treat such weapons as though they had the Finesse tag. Additionally, both have their damage die increased by one step (ie, 1-> 1d4, 1d4 -> 1d6, and so on)
- When wearing no armor, you may treat your AC as though it was 12+Dex.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to shove it
Trowing Mastery
- Double the range of thrown weapons
- Do not take Disadvantage for attacking with a thrown weapon when an enemy is within 5ft.
- You may draw a thrown weapon as part of the same action you use to attack with it.
- After taking the Attack action, you may draw and throw a light thrown weapon as a bonus action, so long as you have at least one free hand
Last edited by Grod_The_Giant; 2017-12-13 at 07:29 AM.
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2017-12-07, 11:46 AM (ISO 8601)
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Re: New/Revised Weapon Style feats
Not sure about the ac improvement. It seems too strong for a half feat but too weak for a full feat.
You cant just use a reaction. It has to be a reaction to a trigger. What is the trigger for the first two bonuses? Also feats usually have a general benefit as one of their points.
Again the reaction doesnt seem right. It isnt meant to really be on turn action economy. This one seems weak. I would add a third bonus point as a general benefit.
What is the sleight of hand check for? I would give a specific use for it.
Change wording of third point to "hit with only 1 die" otherwise seems fine
There is no such thing as a "free action" I would just drop that ie "you may immediately make a melee attack against them"
This seems odd alongside Agile Fistfighter
[/QUOTE]
This seems fine although I might limit the third point to when you make the attack action.
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2017-12-07, 02:49 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
It's basically a non-specific version of Dragon Hide in Xanathar's-- +1 to a stat, 13+Dex AC, and 1d4 unarmed. The only difference is that it lets you use Dex for stuff; sort of a Monk-in-a-can feat. Or Tavern Brawler with a defensive boost instead of the grapple... would it be better with 12+Dex AC and an additional flavorful option?
You cant just use a reaction. It has to be a reaction to a trigger. What is the trigger for the first two bonuses? Also feats usually have a general benefit as one of their points.
Again the reaction doesnt seem right. It isnt meant to really be on turn action economy. This one seems weak. I would add a third bonus point as a general benefit.
What is the sleight of hand check for? I would give a specific use for it.
Change wording of third point to "hit with only 1 die" otherwise seems fine
There is no such thing as a "free action" I would just drop that ie "you may immediately make a melee attack against them"
This seems odd alongside Agile Fistfighter
[/QUOTE]
This seems fine although I might limit the third point to when you make the attack action.Last edited by Grod_The_Giant; 2017-12-07 at 02:57 PM.
Hill Giant Games
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2017-12-07, 03:17 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
Oh haven't seen the dragon's hide in xanathar's, just the ua one. Ya if its the same feat then it is probably fine as is. Although dragonborn specifically dont give you a dex bonus as a race so it might be a little strong. I might make it 12+dex ac to be the same as studded leather and change the unarmed damage to instead increase your unarmed damage by one die size, making it sweet for those shadow monk/rogue mc which isnt as well supported right now.
I might alternatively combine it with tavern brawler as you mention. And give the choice of dex or strength for attacks. It could make a nice full feat if done right.
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2017-12-07, 04:06 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
Combine the two, maybe move the bonus-action grapple thing to Grappler where it belongs, and we get:
Tavern Brawler
- +1 Str or Dex
- You gain proficiency in Improvised weapons and unarmed strikes, and may treat such weapons as though they had the Finesse tag. Additionally, both have their damage die increased by one step (ie, 1-> 1d4, 1d4 -> 1d6, and so on)
- When wearing no armor, you may treat your AC as though it was 12+Dex.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to shove it
Grappler
Prerequisite: Strength 13 or higher
- +1 Str
- If you hit a creature with an unarmed strike, whip, or flail, you may attempt to start a grapple as a bonus action.
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
How's that look?Last edited by Grod_The_Giant; 2017-12-07 at 04:08 PM.
Hill Giant Games
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2017-12-07, 04:40 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
I like those. They are feats I would actually take.
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2017-12-08, 05:13 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
Einhander
When taking the Attack action with a weapon in one hand and nothing in your off hand, you may use a bonus action to Dash, gain +2 AC until the start of your next turn, or to make a Sleight of Hand check to interact with your foe.
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2017-12-08, 05:59 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
Hill Giant Games
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STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
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2017-12-10, 02:51 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
Only thing I'd like to point out is that this new Tavern Brawler on a lizardfolk means a monk can have 1d8 unarmed strikes by 4th level. That's pretty damn scary.
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2017-12-10, 02:59 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
Have you considered a feat for versatile weapons? That would make the property more than occasionally useful.
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2017-12-10, 03:57 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
On the other hand, most of the rest of the feat is useless-- Monks already get Dex-based unarmed attacks, the unarmored AC is doubly useless on a Lizardfolk Monk, and Monks aren't going to be great at shoving any way you slice it. I don't think a slight damage boost is worth sweating at the best of times, and this is pretty well balanced out.
Not a bad idea. Hmm... the problem is that a lot of what I'd like to see with such a feat is already in Einhander. The only really versatile-specific thing I can think of is some bonus for switching from one-handing to two-handing and back again... maybe something like
Bastard Swordsman
You know how to take full advantage of the different grips offered by a versatile weapon. If you make a one-handed attack immediately after making a two-handed attack, your attack has Advantage. If you make a two-handed attack immediately after making a one-handed attack, you deal +1d6 damage.
Or does that look too strong?Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2017-12-10, 07:07 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
I have literally spent the last couple days looking into my own 'Dagger Mastery' style feat for a campaign I am in, due to my preferred fighting style for my character (Rapier + Dagger) being essentially pointless. Crossbow Mastery makes throwing knives irrelevent, and Duel Wielder only gives you a bonus if you wield two Rapiers (which seems clumsy to me).
My ideas have been -
Dagger Mastery
Thanks to extensive practice with knives of all sizes, you gain the following benefits:
• Drawing and Stowing Daggers does not expend an item interaction.
• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a Dagger you are holding.
• Alternatively, you may choose to use your bonus action to perform a Disarming Strike. Make a melee attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the defender takes the attack damage, and drops the item. If the defender wins the contest, they take no damage and do not drop the item.
If you assume a character like Bard with Extra Attack, this would allow you to throw 3 daggers per turn, the same as a hand-crossbow with the crossbow expert feat. However, daggers are weaker and more limited due to ammunition. So the trade off is the extra ability to perform a melee disarm move. Thinking of it like a Parrying Dagger.
Still seems a little weak in comparison to other feats - Crossbows are much stronger, Shield Mastery shoving prone is better than disarm (which only works on enemies with weapons), so I'm considering adding +1AC to it, or maybe just +1Dex. Would then be a balance between Duel Wield, Crossbow Expert and Shield Mastery. Weaker than all of them, but fitting for the fighting style.
Alternatively, I would have to improve the throwing stats of the daggers. Perhaps make daggers 1d6 when thrown, or say that critical hits do triple damage (hitting the eyes/weak spots).
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2017-12-10, 07:54 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
Not a bad idea. Hmm... the problem is that a lot of what I'd like to see with such a feat is already in Einhander. The only really versatile-specific thing I can think of is some bonus for switching from one-handing to two-handing and back again... maybe something like
Bastard Swordsman
You know how to take full advantage of the different grips offered by a versatile weapon. If you make a one-handed attack immediately after making a two-handed attack, your attack has Advantage. If you make a two-handed attack immediately after making a one-handed attack, you deal +1d6 damage.
Or does that look too strong?Last edited by Amnoriath; 2017-12-10 at 07:55 PM.
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2017-12-10, 08:13 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2017-12-10, 10:32 PM (ISO 8601)
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2017-12-11, 08:02 AM (ISO 8601)
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Re: New/Revised Weapon Style feats
Something like this, say?
Bastard Swordsman
You've learned to take full advantage of the flexibility a Versatile weapon grants you. When wielding such a weapon in one hand, you get +1 attack; when wielding it in two hands, you get +1 damage. In addition, you learn two special techniques, each of which must be used as a bonus action:
- Rapid Recovery: If you miss while attacking with two hands, you may use this technique to gain Advantage on your next one-handed melee attack before the end of your next turn.
- Punishing Follow-Up: If you successfully strike a foe with a one-handed attack, you may use this technique to gain an additional weapon damage die on your next successful two-handed melee attack before the end of your next turn.
Credit: AmnoriathHill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2017-12-11, 11:46 AM (ISO 8601)
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Re: New/Revised Weapon Style feats
I like this one too. It introduces variance and switching bonuses, which feels unique to a hand-and-half style.
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2017-12-11, 03:46 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
re:OP
Blade Master: explain what a stance is a bit, also parrying is egregiously stronger than the others, most of the time you can just sit on this and not change it
Bowman: in 5e they are properties, not tags; alright this is too OP - longbows have 150 range without dis, standing back 75 feet and dealing 2d8 on a ranged normally (req only a BA) is too much; archery fighting style really already does overcome half cover (half cover adds 2 ac, archery adds 2 to-hit) so I'd recommend changing most of this feat. Archery/ranged weapons feats are hard.
Defensive Duelist really doesn't need the buff, unless you intentionally make yourself surrounded its rare that you are hit so many multiple times in the course of a round that the AC doesn't make a difference
Einhander should say other hand instead of off; the wording is strange but this is alright
Grappler doesn't fix any of its PHB issues, I'd recommend taking out the +1 strength, making it stronger, and not restraining yourself - basically rethink this feat a lot
Fell Handed, it's strange to call out axes; so the disadvantage clause wouldn't work if you actually hit, you have to miss to deal more damage, that's a bit reverse
Flail Mastery, there are no "free actions" in 5e. The wording for that second bullset: "If you shove a creature prone, you can immediately make one melee weapon attack with a flail against them." I'm not fond of this because knocking someone prone already 'does give you a replacement attack' because you roll two attacks and take the better when attacking a prone target
Was not the intention to buff other weapons to the level of GWM and SS? Why remove them then?
Spear Mastery, what is a threatened range? Look at sentinel wording for coming into your range; actually this is just sentinel + PAM zombie'd together, I'd recomment the UA Feats spear mastery be unchanged here
Besides wording problems, tavern brawler is OK
T**r**owing Mastery is OK
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2017-12-11, 04:18 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
Stance is just fluff for "you can gain one of these benefits at a time." Swords are a weapon with a lot of flexibility, and I wanted the Parrying Stance is roughly equal to Defensive Duelist at low levels (when it's at its weakest), and doesn't scale. It probably is better than Aggressive Stance, I admit, which could perhaps use a buff. Opportunistic Stance doesn
Bowman: in 5e they are properties, not tags; alright this is too OP - longbows have 150 range without dis, standing back 75 feet and dealing 2d8 on a ranged normally (req only a BA) is too much; archery fighting style really already does overcome half cover (half cover adds 2 ac, archery adds 2 to-hit) so I'd recommend changing most of this feat. Archery/ranged weapons feats are hard.
Defensive Duelist really doesn't need the buff, unless you intentionally make yourself surrounded its rare that you are hit so many multiple times in the course of a round that the AC doesn't make a difference
Grappler doesn't fix any of its PHB issues, I'd recommend taking out the +1 strength, making it stronger, and not restraining yourself - basically rethink this feat a lot
Fell Handed, it's strange to call out axes; so the disadvantage clause wouldn't work if you actually hit, you have to miss to deal more damage, that's a bit reverse
Flail Mastery, there are no "free actions" in 5e. The wording for that second bullset: "If you shove a creature prone, you can immediately make one melee weapon attack with a flail against them." I'm not fond of this because knocking someone prone already 'does give you a replacement attack' because you roll two attacks and take the better when attacking a prone target
Was not the intention to buff other weapons to the level of GWM and SS? Why remove them then?Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.
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2017-12-12, 12:12 AM (ISO 8601)
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2017-12-12, 09:37 AM (ISO 8601)
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Re: New/Revised Weapon Style feats
A multi class monk-rogue could get a die increase and access to sneak attack with their regular punches. I don't think it breaks anything, but worth mentioning.
Also, monks get a lot out of your spear master feat. At low levels, the spear damage is a good bit higher than the unarmed die, and later by the way it's worded, they'll get a die size step on their martial arts while wielding a spear. I dig it.
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2017-12-12, 07:49 PM (ISO 8601)
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Re: New/Revised Weapon Style feats
On another note though spear mastery here is too powerful. It functions like a better polearm mastery when a spear is a polearm. Polearm mastery in general is regarded as a really powerful feat.
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2017-12-13, 07:31 AM (ISO 8601)
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Re: New/Revised Weapon Style feats
Hill Giant Games
I make indie gaming books for you!Spoiler
STaRS: A non-narrativeist, generic rules-light system.
Grod's Guide to Greatness, 2e: A big book of player options for 5e.
Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
Giants and Graveyards: My collected 3.5 class fixes and more.