This is often a power up from the -5/+10 people often consider too good. First, anytime to have disadvantage go for this. Second, if we look at the -5/+10 as -X/+2X, this would be balanced at -3.5 / +7. If you had advantage, that crosses the line at 6 or better, if you didn't it crosses the line at 5 or better. These aren't hard to get if you are maximizing to hit, especially if this would also grant you +1 to an ability score.
Disadvantage tends towards -3/4 on average, so I felt +2d6 was fitting since it averages 7 damage. Honestly I might drop it entirely for my game, I just wanted to include it for others.
I think this is balanced against two-weapon fighting, but I would love to be able to spend a feat and make a two-handed crossbow useful. Any ideas? Obviously you wouldn't be able to use a feat for a two-handed crossbow and a one-handed crossbow at the same time so it's not power creep.
Probably a subtle change to Dual Wielder and something about being able to load Hand Crossbows even when both hands are holding light weapons.
The wording sees a bit odd. Say I have a +4 CON and a d6 HD. If I roll a 1-5 I add 8 HPs, and if I roll a 6 I just add the 6 HPs? Or should the maximum of the die be with the result part?
Eurgh, yeah. The wording was giving me hell, and on reflection it's still terrible. If you have 16 Con, you should never roll lower than a 6 on a 1d6 hit die. However on a theoretical 1d4, you would never roll lower than a 4, but never roll higher either because 4 is the die's maximum. This is all the number on the die, it doesn't include adding your con mod.
This seems too much by auto converting all damaging spells into a type that ignores resistance and you might be boosting from other methods. If you want a conversion, I'd say pick two other damage types and you MUST convert them. This gives you a wider selection of spells (and secondary effects) but also locks you out of some damage types, hopefully thematically.
My think was basically "weapon users don't have this problem once they get a magical weapon." But you're right, type conversion might be a bit much for a half-feat. Guess I'll just have to go make better spell lists too [emoji14]
I know in real world boxing and wrestling are two differetn things, but I'd love an easy "unarmed fighter" feat instead of two separate ones. I think you're just spending a feat to do what others can already do with a weapon.
To be fair, you can quite easily ignore Grappler's existance (like most currently do

) and happily run a grappling build.
I approve that this works with versatile weapons in two hands. Is it intentional it also works with ranged weapons? Also I noticed that it's not a bonus action, so it can stack with features that give you a bonus action attack. Intentional?
I'm guessing Wall O' Text syndrome is setting in: It specifies a melee weapon [emoji14]
The stacking with BAAs is intentional yes, I modeled it after Horde Breaker; a free but situation extra attack.
Can you take this more than once? If not, why not simplify the wording to "once per long rest" and take out all references to "luck point" currency.
Mostly to leave the door open for class features and magic weapons, although now you've mentioned it I really like the idea of being able to take it multiple times.
I'd probably suggest if you take it multiple times that you don't get two new maneuvers every time. Either make it one each time because it's cheaper, or taking it additional times just adds dice.
Honestly I think it's a problem with manoeuvres, a lot of them aren't very good. But yeah, I think I'll drop it down to a die and a manoeuvre per time.
I believe we've talked before. I think a caster going from no armor to medium and a shield and improving AC greatly, being able to save on DEX (not as important level 1 and maxing at +2 mod), and possibly Mage Armor taking a spell known and a slot to cast, is a very big leap for a feat. I understand that people won't want to invest multiple feats in it. But it decreases differentiation in the classes, and even in the races that grant racial armor and weapons. With these being cheaper, I'd really suggest breaking this down. Say any two increases. So light armor and simple weapons could have heavy armor, or medium armor, shield, or maybe medium armor and martial or whatever. That gives something to classes that already have some of this.
I would counter with the fact that a 1 level dip into Cleric already gets you all this.
This one has always sucked, I've never seen it taken even among the multiple tables at my FLGS. Why not make it in the same ballpark of improvement as others.
Ah but I did, it's just more subtle now. It applies to all the dice, not just weapons. What melee Rogue would want to be without it?