TheCosmicKid
Hero
My battlemaster player has been saying that he doesn't feel like he has enough control in combat with only one reaction. I'm aware that extra reactions are potentially suuuper strong -- they're what the cavalier gets as its 18th-level feature, after all. But I do try to be responsive to concerns like this. So I'm looking to homebrew a feat that gives him what he wants without being dominant. A few first drafts:
COMBAT REFLEXES
PUSHED COMBAT REFLEXES
- When you use your reaction, you can regain the use of your reaction at the end of the current turn. You can use this ability a number of times equal to your Dexterity modifier, then you can't use it again until you finish a short or long rest.
TACTICAL RESPONSE
Prerequisite: Superiority dice
- When you use a reaction, if you spend a superiority dice as part of that reaction, you regain the use of your reaction at the end of the current turn.
READY FOR ANYTHING
- When you use a reaction, you regain the use of your reaction at the end of the current turn, but you can't perform the same reaction until the start of your next turn.
COUNTER COMBO
- When you use a reaction to make an attack, if the attack hits, you regain the use of your reaction at the end of the current turn.
HOLD THE LINE
- When you use the Attack action on your turn, you can forgo one or more attacks. If you do, you gain two extra reactions for each attack you gave up. You can't use more than one reaction per turn, and you lose these reactions at the beginning of your next turn.
COMBAT REFLEXES
- Increase your Dexterity score by 1, to a maximum of 20.
- When you use your reaction, you can regain the use of your reaction at the end of the current turn. Once you have used this ability, you can't use it again until you finish a short or long rest.
PUSHED COMBAT REFLEXES
- When you use your reaction, you can regain the use of your reaction at the end of the current turn. You can use this ability a number of times equal to your Dexterity modifier, then you can't use it again until you finish a short or long rest.
TACTICAL RESPONSE
Prerequisite: Superiority dice
- When you use a reaction, if you spend a superiority dice as part of that reaction, you regain the use of your reaction at the end of the current turn.
READY FOR ANYTHING
- When you use a reaction, you regain the use of your reaction at the end of the current turn, but you can't perform the same reaction until the start of your next turn.
COUNTER COMBO
- When you use a reaction to make an attack, if the attack hits, you regain the use of your reaction at the end of the current turn.
HOLD THE LINE
- When you use the Attack action on your turn, you can forgo one or more attacks. If you do, you gain two extra reactions for each attack you gave up. You can't use more than one reaction per turn, and you lose these reactions at the beginning of your next turn.