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General Tabletop Discussion
*Dungeons & Dragons
If "Extra Attack" Was A Feat, What Would Its Prerequisites Be?
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<blockquote data-quote="NotAYakk" data-source="post: 9290196" data-attributes="member: 72555"><p>I mean, if I wanted to retool extra attack, I'd start a bit lower.</p><p></p><p>Barbarians get Power Blow. They deal +[W] damage with their weapon, and can make an unarmed or improvised weapon attack as well. (damage increases by another +[W] at 9, 13 and 17).</p><p></p><p>Paladins get Holy Sword. Their weapon deals +2d8 radiant damage and they cannot be disarmed, and they have advantage on targets that have harmed one of their allies.</p><p></p><p>Fighters get Combat Dominance. They have melee advantage on targets who haven't attacked them (or made them make a save) since end of their last turn, and make 2 attacks instead of 1.</p><p></p><p>Rangers get Endless Hunt. Hunter's Mark no longer requires concentration or a spell slot. They can cast True Strike as a bonus action. When they cast a Ranger spell as an action or a bonus action, they can also make a 1 handed melee, thrown or ranged weapon attack on a creature. Each time the Ranger hits a creature under Hunter's Mark, the bonus damage on that target increases by 1d6.</p><p></p><p>Monks get an extra Bonus Action at level 5.</p><p></p><p>Rogues replace Uncanny Dodge with Disruptive Strike; as a reaction to an attack hitting, make an attack on the attacker. If your reaction attack hits, the triggering attack must be repeated with disadvantage, and damage it deals is halved if it still hits.</p><p></p><p>...</p><p></p><p>Once that kind of reworking is done, 'extra attack' for a feat is no longer in play. Instead, feats that work with the class might exist.</p><p></p><p>Like, ones that boost the Cleric's +1d8 damage once/turn.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9290196, member: 72555"] I mean, if I wanted to retool extra attack, I'd start a bit lower. Barbarians get Power Blow. They deal +[W] damage with their weapon, and can make an unarmed or improvised weapon attack as well. (damage increases by another +[W] at 9, 13 and 17). Paladins get Holy Sword. Their weapon deals +2d8 radiant damage and they cannot be disarmed, and they have advantage on targets that have harmed one of their allies. Fighters get Combat Dominance. They have melee advantage on targets who haven't attacked them (or made them make a save) since end of their last turn, and make 2 attacks instead of 1. Rangers get Endless Hunt. Hunter's Mark no longer requires concentration or a spell slot. They can cast True Strike as a bonus action. When they cast a Ranger spell as an action or a bonus action, they can also make a 1 handed melee, thrown or ranged weapon attack on a creature. Each time the Ranger hits a creature under Hunter's Mark, the bonus damage on that target increases by 1d6. Monks get an extra Bonus Action at level 5. Rogues replace Uncanny Dodge with Disruptive Strike; as a reaction to an attack hitting, make an attack on the attacker. If your reaction attack hits, the triggering attack must be repeated with disadvantage, and damage it deals is halved if it still hits. ... Once that kind of reworking is done, 'extra attack' for a feat is no longer in play. Instead, feats that work with the class might exist. Like, ones that boost the Cleric's +1d8 damage once/turn. [/QUOTE]
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If "Extra Attack" Was A Feat, What Would Its Prerequisites Be?
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