Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
The Warrior
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 7220844" data-attributes="member: 20323"><p>Been exploring new ideas for talents – attempting to incorporate a couple ideas more elegantly:</p><ul> <li data-xf-list-type="ul">Specialization/mastery that feels unique for each weapon, encouraging a style of fighting, rather than numerical inflation.</li> <li data-xf-list-type="ul">Options for trading out Extra Attack for a single devastating blow...tying this to weapon mastery. A simplified treatment of "powers."</li> <li data-xf-list-type="ul">Improved fighting style options (i.e. "greater" versions).</li> </ul><p></p><p><span style="font-size: 15px"><strong><u><span style="color: DARKORANGE">General Talents</span></u></strong></span></p><p></p><p><strong>Accuracy (passive)</strong></p><p>Gain a +1 bonus to hit with weapon attacks.</p><p></p><p><strong>Defense (passive)</strong></p><p>Gain a +1 bonus to AC while wearing armor.</p><p></p><p><strong>Fortitude (passive)</strong></p><p>Gain +1 hit point per level.</p><p></p><p><strong>Iron Resolve (active)</strong></p><p>As a Reaction, you can add your proficiency bonus to a saving throw against a threat that you are aware of. If you are already proficient in a save, this gives you a total of double your proficiency bonus to that save.</p><p></p><p><strong>Might (passive)</strong></p><p>Gain a +1 bonus to damage rolls with weapon attacks.</p><p></p><p><strong>Quickdraw (passive)</strong></p><p>Add your proficiency bonus to your initiative rolls.</p><p></p><p><strong>Unarmored Defense (passive)</strong></p><p>While wearing no armor, you may add your Intelligence modifier to your AC, in addition to your Dexterity modifier. You can still wield shields and benefit from Unarmored Defense.</p><p></p><p><strong><span style="font-size: 15px"><u><span style="color: DARKORANGE">Weapon Talents</span></u></span></strong></p><p>You must be wielding the listed weapon or shield in order to use these talents.</p><p></p><p><strong>Dueling (passive)</strong></p><p>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</p><p></p><p><strong>Great Weapon Fighting (active)</strong></p><p>When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.</p><p></p><p><strong>Improved Dueling (passive)</strong></p><p>Prerequisites: 2nd level, Dueling</p><p>When you are wielding a melee weapon in one hand and no other weapons, you can use Martial Alacrity to attempt a Disarm.</p><p></p><p><strong>Improved Great Weapon Fighting (active)</strong></p><p>Prerequisites: 2nd level, Great Weapon Fighting</p><p>When making the damage re-roll granted by Great Weapon Fighting, you may instead opt to deal average damage (rounded up) of your weapon.</p><p></p><p><strong>Improved Marksmanship (passive)</strong></p><p>Prerequisites: 2nd level, Marksmanship</p><p>##?</p><p></p><p><strong>Improved Protection (active)</strong></p><p>Prerequisites: 2nd level, Protection</p><p>When using Protection, you no longer need to use your Reaction. Instead, you may use Martial Alacrity.</p><p></p><p><strong>Improved Two-Weapon Fighting (passive)</strong></p><p>Prerequisites: 2nd level, Two-Weapon Fighting</p><p>When you engage in two-weapon fighting and take the Attack action, you no longer need to use a bonus action to attack with your offhand. You may make your offhand attack as part of your Attack action.</p><p><strong></strong></p><p><strong>Marksmanship (passive)</strong></p><p>You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p>Note: This is the Archery fighting style renamed.</p><p></p><p><strong>Protection (active)</strong></p><p>When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the attack roll. You must be wielding a shield.</p><p></p><p><strong>Two-Weapon Fighting (passive)</strong></p><p>When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.</p><p></p><p><strong><u><span style="font-size: 15px"><span style="color: DARKORANGE">Specialization Talents</span></span></u></strong></p><p>These talents require wielding a specific type of weapon.</p><p></p><p><strong>Axe Mastery (active)</strong></p><p>Prerequisites: Axe Specialization, 5th level</p><p>When wielding an axe, you can use an action to make a devastating blow, scoring a critical hit on a natural 19 or 20. If you hit, you deal an extra die of damage. At 11th level this increases to scoring a critical hit on 18-20, and two extra damage dice on a hit. At 17th level this increases to scoring a critical hit on 17-20, and three extra damage dice on a hit. Additionally, the target must make a Constitution saving throw or be incapacitated. It repeats this save at the start of each of its turns, ending the incapacitation on a success.</p><p></p><p><strong>Axe Specialization (passive)</strong></p><p>When wielding an axe, your critical hits deal three times normal damage dice instead of two times. </p><p></p><p><strong>Bludgeoning Mastery (active)</strong></p><p>Prerequisites: Bludgeoning Specialization, 5th level</p><p>When wielding a bludgeoning weapon, you can take an action to make a shoving blow. If you hit, you deal an extra die of damage; at 11th level this increases to two extra damage dice, and at 17th level to three extra damage dice. Additionally, you may attempt to Shove the target, choose one effect on a success:</p><p>Push the target up to 15 feet away.</p><p>Push the target up to 5 feet away and knock it prone.</p><p>Impose disadvantage on the target’s attacks until the start of its next turn.</p><p><strong></strong></p><p><strong>Bludgeoning Specialization (passive)</strong></p><p>When wielding a hammer, flail, mace, maul, or other bludgeoning weapon, you have advantage on your attempts to Shove any creature you hit on the same turn.</p><p></p><p><strong>Bow Mastery (active)</strong></p><p>Prerequisites: Bow Specialization, 5th level</p><p>##?</p><p></p><p><strong>Bow Specialization (passive)</strong></p><p>When wielding a bow or crossbow, you can use an action to make a called shot. #called shot? #aimed shot? #hail of arrows? #full draw? #overwatch stance? #pinning shot?</p><p>Bow = (BD&D) delay</p><p>##?</p><p></p><p><strong>Polearm Mastery</strong></p><p>Prerequisites: Polearm Specialization, 5th level</p><p>When wielding a glaive, halberd, pike, or other polearm ##?</p><p><strong></strong></p><p><strong>Polearm Specialization</strong></p><p>##?</p><p></p><p><strong>Spear Mastery (passive)</strong></p><p>Prerequisites: Spear Specialization, 5th level</p><p>When wielding a spear, you may use your Extra Attack feature when taking the Ready action.</p><p></p><p><strong>Spear Specialization (passive)</strong></p><p>When wielding a spear, you can take the Ready action to set the spear to receive a charge. Against a creature moving at least 20 feet toward you, your Readied attack deals double damage.</p><p></p><p><strong>Sword Mastery (active)</strong></p><p>Prerequisites: Sword Specialization, 5th level</p><p>When wielding a greatsword, longsword, rapier, scimitar, shortsword, or other sword, you can take an action to make a deflecting blow. If you hit, you deal an extra die of damage; at 11th level this increases to two extra damage dice, and at 17th level to three extra damage dice. This immediately restores your guard, allowing you to Parry again.</p><p></p><p><strong>Sword Specialization (passive)</strong></p><p>When wielding a greatsword, longsword, rapier, scimitar, shortsword, or other sword, you do not expend your Reaction to Parry if your parry negates all damage from the attack.</p><p></p><p>[SECTION]<strong>Weapon Notes</strong></p><p>Sword = (4e) bonus AC vs. target; (BD&D) deflect</p><p>Greatsword = (BD&D) deflect & stun</p><p>Flail/Mace/Hammer = (4e) forced movement & daze, (BD&D) better AC</p><p>Spear/Polearm = (4e) target provokes AoO when shifting, (BD&D Halbred) hook & disarm</p><p>Crossbow = (BD&D) stun</p><p>Dagger = (BD&D) improved critical range[/SECTION]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7220844, member: 20323"] Been exploring new ideas for talents – attempting to incorporate a couple ideas more elegantly: [list][*]Specialization/mastery that feels unique for each weapon, encouraging a style of fighting, rather than numerical inflation. [*]Options for trading out Extra Attack for a single devastating blow...tying this to weapon mastery. A simplified treatment of "powers." [*]Improved fighting style options (i.e. "greater" versions).[/list] [SIZE=4][B][U][COLOR=DARKORANGE]General Talents[/COLOR][/U][/B][/SIZE] [B]Accuracy (passive)[/B] Gain a +1 bonus to hit with weapon attacks. [B]Defense (passive)[/B] Gain a +1 bonus to AC while wearing armor. [B]Fortitude (passive)[/B] Gain +1 hit point per level. [B]Iron Resolve (active)[/B] As a Reaction, you can add your proficiency bonus to a saving throw against a threat that you are aware of. If you are already proficient in a save, this gives you a total of double your proficiency bonus to that save. [B]Might (passive)[/B] Gain a +1 bonus to damage rolls with weapon attacks. [B]Quickdraw (passive)[/B] Add your proficiency bonus to your initiative rolls. [B]Unarmored Defense (passive)[/B] While wearing no armor, you may add your Intelligence modifier to your AC, in addition to your Dexterity modifier. You can still wield shields and benefit from Unarmored Defense. [B][SIZE=4][U][COLOR=DARKORANGE]Weapon Talents[/COLOR][/U][/SIZE][/B] You must be wielding the listed weapon or shield in order to use these talents. [B]Dueling (passive)[/B] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. [B]Great Weapon Fighting (active)[/B] When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. [B]Improved Dueling (passive)[/B] Prerequisites: 2nd level, Dueling When you are wielding a melee weapon in one hand and no other weapons, you can use Martial Alacrity to attempt a Disarm. [B]Improved Great Weapon Fighting (active)[/B] Prerequisites: 2nd level, Great Weapon Fighting When making the damage re-roll granted by Great Weapon Fighting, you may instead opt to deal average damage (rounded up) of your weapon. [B]Improved Marksmanship (passive)[/B] Prerequisites: 2nd level, Marksmanship ##? [B]Improved Protection (active)[/B] Prerequisites: 2nd level, Protection When using Protection, you no longer need to use your Reaction. Instead, you may use Martial Alacrity. [B]Improved Two-Weapon Fighting (passive)[/B] Prerequisites: 2nd level, Two-Weapon Fighting When you engage in two-weapon fighting and take the Attack action, you no longer need to use a bonus action to attack with your offhand. You may make your offhand attack as part of your Attack action. [B] Marksmanship (passive)[/B] You gain a +2 bonus to attack rolls you make with ranged weapons. Note: This is the Archery fighting style renamed. [B]Protection (active)[/B] When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the attack roll. You must be wielding a shield. [B]Two-Weapon Fighting (passive)[/B] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. [B][U][SIZE=4][COLOR=DARKORANGE]Specialization Talents[/COLOR][/SIZE][/U][/B] These talents require wielding a specific type of weapon. [B]Axe Mastery (active)[/B] Prerequisites: Axe Specialization, 5th level When wielding an axe, you can use an action to make a devastating blow, scoring a critical hit on a natural 19 or 20. If you hit, you deal an extra die of damage. At 11th level this increases to scoring a critical hit on 18-20, and two extra damage dice on a hit. At 17th level this increases to scoring a critical hit on 17-20, and three extra damage dice on a hit. Additionally, the target must make a Constitution saving throw or be incapacitated. It repeats this save at the start of each of its turns, ending the incapacitation on a success. [B]Axe Specialization (passive)[/B] When wielding an axe, your critical hits deal three times normal damage dice instead of two times. [B]Bludgeoning Mastery (active)[/B] Prerequisites: Bludgeoning Specialization, 5th level When wielding a bludgeoning weapon, you can take an action to make a shoving blow. If you hit, you deal an extra die of damage; at 11th level this increases to two extra damage dice, and at 17th level to three extra damage dice. Additionally, you may attempt to Shove the target, choose one effect on a success: Push the target up to 15 feet away. Push the target up to 5 feet away and knock it prone. Impose disadvantage on the target’s attacks until the start of its next turn. [B] Bludgeoning Specialization (passive)[/B] When wielding a hammer, flail, mace, maul, or other bludgeoning weapon, you have advantage on your attempts to Shove any creature you hit on the same turn. [B]Bow Mastery (active)[/B] Prerequisites: Bow Specialization, 5th level ##? [B]Bow Specialization (passive)[/B] When wielding a bow or crossbow, you can use an action to make a called shot. #called shot? #aimed shot? #hail of arrows? #full draw? #overwatch stance? #pinning shot? Bow = (BD&D) delay ##? [B]Polearm Mastery[/B] Prerequisites: Polearm Specialization, 5th level When wielding a glaive, halberd, pike, or other polearm ##? [B] Polearm Specialization[/B] ##? [B]Spear Mastery (passive)[/B] Prerequisites: Spear Specialization, 5th level When wielding a spear, you may use your Extra Attack feature when taking the Ready action. [B]Spear Specialization (passive)[/B] When wielding a spear, you can take the Ready action to set the spear to receive a charge. Against a creature moving at least 20 feet toward you, your Readied attack deals double damage. [B]Sword Mastery (active)[/B] Prerequisites: Sword Specialization, 5th level When wielding a greatsword, longsword, rapier, scimitar, shortsword, or other sword, you can take an action to make a deflecting blow. If you hit, you deal an extra die of damage; at 11th level this increases to two extra damage dice, and at 17th level to three extra damage dice. This immediately restores your guard, allowing you to Parry again. [B]Sword Specialization (passive)[/B] When wielding a greatsword, longsword, rapier, scimitar, shortsword, or other sword, you do not expend your Reaction to Parry if your parry negates all damage from the attack. [SECTION][b]Weapon Notes[/b] Sword = (4e) bonus AC vs. target; (BD&D) deflect Greatsword = (BD&D) deflect & stun Flail/Mace/Hammer = (4e) forced movement & daze, (BD&D) better AC Spear/Polearm = (4e) target provokes AoO when shifting, (BD&D Halbred) hook & disarm Crossbow = (BD&D) stun Dagger = (BD&D) improved critical range[/SECTION] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Warrior
Top