DND_Reborn
The High Aldwin
Brief explanations would be helpful.
- Cultural Weaponry
- Noble Weaponry
- Precise Attack
- Skirmish Attack
- Battle Command
- Heedless Strike
- Acrobatic Defense
- Weapon Tosser

Mechanically, how would these work?
Brief explanations would be helpful.
- Cultural Weaponry
- Noble Weaponry
- Precise Attack
- Skirmish Attack
- Battle Command
- Heedless Strike
- Acrobatic Defense
- Weapon Tosser
Those look like a bunch of different names for sneak attack.I'm at 8 ideas now
- Cultural Weaponry
- Noble Weaponry
- Precise Attack
- Skirmish Attack
- Battle Command
- Heedless Strike
- Acrobatic Defense
- Weapon Tosser
And that's before you steal ideas in TCOE or go magic
Brief explanations would be helpful.
Mechanically, how would these work?
So, how is that better than the shortsword I can bonus attack with anyway?
- Cultural Weaponry
- You choose 2 weapons as cultural weapons
- You can attack as a bonus action with a cultural weapon
So how does +5 points of damage compete with +11d6 sneak attack?
- Noble Weaponry
- You can chose 2 weapons as noble weapons
- You add you Charisma mod to hit and damage roll with noble weapons
Is that with or without sneak attack? With it's overpowered, without it's garbage.
- Precise Attack
- You can cause a hit with a light or finesse weapon to be a crit
- You can do this a number of time equal to your Prof modifier
So I give up +11d6 damage in order to run around the target in circles?
- Skirmish Attack
- You can add 1d4 damage and +1 AC per 10 ft you move before attacking
The first Artificer UA had an Alchemist subclass that used different potion/items that progressed exactly at the same rate as sneak attack.Interesting thought.
It makes me wonder if SA dice could be used in other fashions. I mean, I don't mind a Rogue class, but it bothers me that most people play them as so focused on combat and the SA damage. I like to play Rogues who are primarily skill experts, who can fight, but are usually more part of a party due to their skills. I like them more like the "Expert" sidekick class.
I've said it multiple times now.So, how is that better than the shortsword I can bonus attack with anyway?
So how does +5 points of damage compete with +11d6 sneak attack?
Is that with or without sneak attack? With it's overpowered, without it's garbage.
So I give up +11d6 damage in order to run around the target in circles?
I could go on, but I can't be bothered. I still want to know what the Weapon Tosser does though...
1.1. Isn't really that beneficial since they have most weapons they would already use. They could gain some heavy weapons, which might be interesting, but since the damage potential is no where near on par with SA, I don't know if it was meant to make up for losing SA.
- Cultural Weaponry
- You choose 2 weapons as cultural weapons
- You can attack as a bonus action with a cultural weapon
1. Same as above.
- Noble Weaponry
- You can chose 2 weapons as noble weapons
- You add you Charisma mod to hit and damage roll with noble weapons
This is better. Again, I don't know if your idea was to "compete" with SA, in which case it is woefully low, but if not I could get behind this.
- Precise Attack
- You can cause a hit with a light or finesse weapon to be a crit
- You can do this a number of time equal to your Prof modifier
Hmm... A different mechanics with the per 10 feet moved. How long would the AC bump last? I think this has some promise.
- Skirmish Attack
- You can add 1d4 damage and +1 AC per 10 ft you move before attacking
Which means little to me, but ok.
- Battle Command
- Warlord stuff
This one is good IMO. How often? Would you limit the number of uses? Also, how long would the penalties last, until the start of your next turn?
- Heedless Strike
- You attack and add prof bonus to hit and damage but subtract it from AC and saving throws
No issues with this one, but instead of double DEX mod, how about DEX mod and proficiency bonus?
- Acrobatic Defense
- Your AC is 10 + Double your Dex mod if wearing no armor and wielding no shields or heavy weapons
We have a feat Long Thrower that is similar to this.
- Weapon Tosser
- You range with thrown weapons is doubled and you crit on a 19-20
Like this one.
- Intelligent Defense
- You can replace your Dex with Int when determining AC
Luck point would be used for...?
- Lucky Strike
- When you roll a 4 with a weapon damage roll, gain a Luck Point
Good. You might also allow the PC to take the Help action as a bonus action?
- Expert Flanker
- When you use the Help action on your turn, one hostile enemy within 10ft is considered "flanked"
I like this one as well. It would be an interesting replacement for SA, where you can craft poisons that deal "SA" amount of damage as well. It allows SA to be used but not about the location of the hit, etc. but more the type of damage.
- Poison Mastery
- Using poisoner kit, you can change a posion's damage to acid, necrotic, or radiant.
Removing or nerfing - it has the same effect.I've said it multiple times now.
My proposal would not be removing Sneak Attack.
The Rogue would get a slower progression than the Assassin and get additional features.
Removing or nerfing - it has the same effect.
I think removing - making it assassin only feature - actually makes sense.
The only problem is giving all those other rogue subclasses a combat feature that is of equal value and thematically appropriate.
The rogue needs to be considerably better at weapon damage than a spell-throwing cleric!Make them combat equal to a cleric but when they get lucky...