Linguistic DnD 5E feat . The second one is I think the more interesting, so I'll go with that for this answer. You regain one expended superiority dice when you finish a short rest, and two expended superiority dice when you finish a long rest. That being said, youll need to use an action, a bonus action, and make 2 successful Strength (Athletics) checks to pull it off. Is it Unearthed Arcana or in a book? If not stated then default will be damage. The difference between the phonemes /p/ and /b/ in Japanese. So a dagger theoretically deals the same damage, also has the finesse property, and has a longer range than the whip. I do also believe that weapon properties should play a larger role in D&D, and that anyone should be able to benefit from a polearms length hence the long property I made here: https://www.hipstersanddragons.com/new-weapon-properties-5e-dnd/. Most finesse weapons also lack the properties that some of the more powerful 5e weapons have, such as Reach and Heavy (which meshes well with the Great Weapon Master feat). Rogues. Ok, yeah I think your version is pretty good and seems more realistic too. Not sure the benefits of reach when you can just shoot it from even further away. I feel like this had to have been an oversight or something. Its a little untidy, esp. This opens up the possibility of a Dexterity-based grappler. Thorn Whip 5E is a cantrip, so it can be cast at first level by a spellcaster that has access to Druid spells. Whips are practically made for rogues. *Plus Crippling Attack, Showboating Attack and Whirlwind Defence from these new maneuvers. I believe the blow gun, darts, and sling benefit from Sharpshooter and so arguably dont need their own feat. Dont miss Faerns action-packed sporting extravaganza in the bowels of Mount Waterdeep where the booze and the blood flow in equal measure! I was hesitant to include greatsword in this feat, as the arguably overpowered Great Weapon Master feat already exists, but since I included greataxe in my Axe Master feat, and the maul in the Bludgeoning Master feat I figured it was only fair. document.getElementById("comment").setAttribute( "id", "af2138018b20af4222c455268f120a12" );document.getElementById("a36d7e5380").setAttribute( "id", "comment" ); Notify me of follow-up comments by email. B . This 300-page epic also works as a sequel to Waterdeep: Dragon Heist. If the likes of Hypnotic Pattern or Banishment (to name two of my pet peeves) were not in the official rules, and you as an outsider tried to insert them, youd be torn apart for your poor grasp of the 5th edition design principles and inability to balance new mechanics. When using a whip you can make it crack at will. Short Blades Master: It makes a dagger specialist a lot more viable. Therefore Ive made it that while a Sword Master starts with two superiority dice, they can only recover 1 per short rest. Design Notes: At first glance this might seem a little overpowered, but then if we consider that Polearm Master feat allows you to attack with 1d10 (main attack) + 1d4 (bonus attack), at 10 feet range, adding your Strength bonus to both, AND get opportunity attacks on those entering your reach, I think this feat falls just short of that. You can use a bonus action to enter a defensive stance until the start of your next turn. And halving damage is something we should be used to with Dexterity saving throws etc.. What I like about it is that clerics often fight with blunt weapons and this pairs well with the war clerics Divine Strike ability, or even the paladins Divine Smite (my intention is that damage dice from divine powers would do full damage. There are plenty of feats which support different weapon classes based on their properties. Maybe I'm missing something, but it felt redundant. I feel like a good quick balance to the whip would to make it 2d4, makes it a lot more viable and wanted given that the min damage is 2. When player has target bound, concentration rules are in effect. 2016&Wizards&of&the&Coast&LLC& 3&)The)bonus)to)attack)rollscaptures)the)idea)that) your)focus)makes)you)better)with)blades)than) you)arewith)other)weapons. If theres no benefit from combining them players will be resentful. Didn't think of Hunters Mark, I'll look into that as well. I actually like it. Its a weapon for a dexterous front-line character that wants to use a shield but still stay just out of reach of enemies. -Disarm: Succeeds, item equal distant between player and target Otherwise, it's competing against Slasher and imo falls a little short. Other martial classes have access to way better reach weapons and one-handed weapons so the only reason theyd bother with whips is for a flavor choice. The whip is a finesse (Dexterity-based) weapon, while grappling is normally a Strength (Athletics) based attack. I think there might be room for a feat that makes one-handed fighting a viable option. Only dealing 1d4 damage in exchange for those properties is fair. -Push/Pull/Bind: Succeeds, target must Dex Save or is moved 10 & be bound until player releases or Dex Vs Dex contest succeeds First of all, it requires you to not be using your whip to restrain a creature. Additionally, you gain proficiency with cook's utensils if you aren't already getting it from some other source. Push/Pull/Bind is 2 rolls, mine and the targets, to prevent it from being OP. Illusion cantrip. Disarming Attack? Cunning players can combine this with the Invisibility spell and the Whispers Bard ability Words of Terror to plant disembodied voices in a victim's head. Each feat offers a way to become better at something or to gain a whole new ability. Secondly, knocking a creature prone can be a risky maneuver since theyll gain some additional defenses against the attacks of your ranged party members. ), without ever outperforming the Polearm Master feat, which is probably the most powerful combat feat out there and the top level of what a feat should do. ), I dont think the additional range overpowers them. Hi, I'm Duncan. UPDATE: I had included some Sharp Shooter-esque properties into this feat, but now I realise you can use Sharp Shooter with thrown dagger attacks anyway, so I removed those to avoid the overlap. The feats extra attack nicely represents real world techniques which require wielding the weapon in two hands. Right, but they also need Dex to make the grab happen in the first place, Good points. Besides DEX paladins andDEX fighters withDueling fighting style, rogues wouldn't be hindered by the small damage die either, but you'd have to pick up proficiency through multiclassing or feats. Coming soon, Ive got a HUGE post on Dragon Heist, half written, plus new posts on how to play both Indiana Jones and Gogo Yubari in 5th edition (with an awesome new Meteor Hammer Master feat inspired by everyones favourite school girl!). You regain your expended superiority dice when you finish a short or long rest. If a maneuver requires your target to make a saving throw to resist the maneuvers effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier or Dexterity modifier (your choice). Lance when mounted, one handed d8 weapon to taste when dueling single targets on foot, whip when looking for maximum stickiness. Thorn Whip 5E is exclusively a Druid spell, so all Druids have the ability to cast it, as well as anybody who has access to their spell list through the feat Magic Initiate. What is the correct way to screw wall and ceiling drywalls? Today's Unearthed Arcana presents a selection of new feats for Dungeons & Dragons. Prerequisites: Wisdom 13 or Higher. Sentinel feat can stop someone 10 feet away. I LOVE THIS ADVENTURE!. Yes its simple, but its also excruciatingly dull. Search by name on the left, click feat name to display on the right. The target may choose to fail this check. You learn two maneuvers of the Battle Master archetype from the following list, which you can perform with an axe: Distracting Strike, Menacing Attack, Parry (Handaxe only), Pushing Attack, Sweeping Attack (Battleaxe and Greataxe only), Trip Attack, Brace (UA)*. In fact, its probably one of the cooler uses of a whip. Indeed, the idea of this post actually came to me when I was trying to devise a Whip Master feat for an Indiana Jones style explorer I wanted to be able to disarm, trip and distract with my whip which naturally led me to the Martial Adept feat, and its access to the aforementioned manoeuvres. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Flail Master hmmm, yes now Im tempted to make it once per Attack action too. You know who doesnt have proficiency with whips? It gives them a reliable way to get a reaction attack which they can do sneak attack damage with. If, for example, you play that on a crit you do max damage + normal damage (instead of normal damage x 2), you might want to consider if crits scored with this feat are just double the dice, rolling both of them depending on how powerful you want to make this feat. Realistically one could argue that this is the reason why rogues miss out on whip proficiency. But I believe there is more to gain. 5th Edition D&D design tries to avoid class features and feats that support specific weapons. So I didnt quite get around to sickle, trident and war pick, nor blow gun, darts, net or sling, but between the martial feats in the Players Handbook and these, I think 95% of peoples weapon fantasies should be covered by now! )The)math . This makes me want to play Trevor. I was just suggesting other options to work with it. You gain a +1 bonus to attack rolls made with whips. It would be neat to play around with the disarming attack feature in the whip master feat too. -Trip: Succeeds, target must Dex Save or be Prone & be bound until player releases or Dex Vs Dex contest succeeds The grapple is uncontested, meaning that the whip user simply needs to beat the target's AC. I rarely see them used which is a shame for a weapon with so much flavor. Regarding the Defensive Duellist, the idea is that whichever you take first gives you the parry skill, and then whichever you take second enables the parry + riposte. Whip Grabbed opponents can still move around, so long as they don't get any farther from you. Presumably most rogues will fight with a weapon + whip anyhow, dealing their SA damage with a shortsword most of the time. Design Notes: Critics will say the miss by 1 is fiddly, but when youre that close to hitting you always do the maths, so you know. Find out more on the DMs Guild. I've revised the feat to allow the grab as a bonus action on a successful attack (though left the question the same so answers remain valid), We've added a "Necessary cookies only" option to the cookie consent popup. I was really pleased with my creation, but the response so far has been underwhelming. Where the Chef feat really stands out are the last two benefits. With practice, I will dual wield whips (with Green flame blade) and dancing rapier. The closest thing I could think of to these mechanics are theGrapple andShove actions. Design Notes: Theres a bit of confusion over the spear in the official rules for me. Not sure what I confused it with. LikeGhost Riders Chain, theSuccubis Toy is a whip that is able to cast spells using some stored charges. Barbarian 3 / Rogue X. *Plus Blinding Strike and Disabling Strike from this list. This feat allows a character to choose one level 1 spell from another class. Hey I mean, any excuse I can have to play a battle master is worth it! Id lump the war pick in with the warhammer historically most warhammers comnbined a flat bludgeoning face and a vicious spike. Pretty straight-forward. This would give melee rogues an extra 5 ft. to work within melee distance. The saving throw DC equals 8 + your proficiency bonus + your Strength modifier. With Spear Master focused on single handed wielding Id have it apply to melee attacks with javalins as well. Aside from the fact that no one Ive played with, or watched online even, has ever played a Champion (they seem like a good class for newbie, beer and pretzels player, but otherwise they are rather dull! I dont like the maneuver dice mechanic, but thats my personal preference not an inherent problem with the idea. How Does the Chef Feat Work in 5e? A die is expended when you use it. Axe Master: How does the extended critical range combine with the extended critical range from the Champion subclass? Can you maintain a grapple you are no longer capable of initiating? You can skip right ahead to the following feats: Or, if you have a couple of minutes spare, you can read about the process that led me there. Alert 2. I'm already working on a new version very similar to the one you suggested! Charger 8. A while back I tried to add some realism and complexity to weapons in 5th edition, and create mechanic distinctions between the list of arms in the Players Handbook, so as to offer players a meaningful choice when selecting their equipment. In general, this option is a perfect mix of the Bladesingers strengths (mobility, martial options, single target damage output, versatility of a wizard) while mitigating some of the downsides (survivability).
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