Latest ideas:
"When an ally lands a critical hit against an enemy within 5' of you, as a reaction you may...."
Problems are that it's another one on an ally's turn instead of a monster's turn, and there's no tactics involved because you can't predict criticals. It's just luck. Thought I'd mention it anyway. (It would, however, make a nice ability for some kind of Rogue sub-class.)
I agree, it's too specific.
I'm back to liking the idea of making max reactions = Int bonus, so don't feel the need to gate anything with Int.
It's nicer to have the gate up front. Where it's obvious.
I still think you should multiple reactions on a turn. 1/trigger. So you can help with multi-attack.
Otherwise you might have issues playing one of these in a small party. 2 guys vs 1 dragon doesn't give you a lot of turns.
"When an enemy within 30' moves, as a reaction you may also move. Any movement used is deducted from your movement on your turn, and will provoke Attacks of Opportunity."
More bookkeeping, but those who don't like it can choose other options. Not sure how useful it really is, but it seems kinda...well, tactical.
Seems fine.
Edit: Actually, IMO:
When you take a reaction, you may use a second reaction to move up to your speed. Any movement used is deducted from your movement on your turn, and will provoke Attacks of Opportunity
That way, it combo's with other reactions, at a cost.
That also frees up level 10 for a non-reaction ability, more of which I think are needed. I'd like to bring back something that happens during initiative, even if it's just add your own Int bonus to initiative (on top of Dex)
I agree with having something different.
Tactical Positioning.
At level 10, When you roll initiative and are not surprised, you can move up to half your speed before the battle starts.
[*]When an ally fails a Wisdom (or just Enchantment?) saving throw, they can re-roll (with Disadvantage?)
The others are good, but enchaments seem too specific for me.
Also, I like having Int and Cha saves somewhere in there as well. It's too niche to be by itself, but it can help broden another one a little.
[*]Helping ranged attacks by allies
Help already includes ranged attacks.
[*]Blocking ranged attacks against allies (of these, my favorite is using your melee weapon to swat missiles that come near you)
Protection style already includes ranged attacks.
Possibly...
Interception (Prerequisite: Protection Style)
You can use protection style on ranged attacks that pass with 5' of you. In addition, If you use protection style and the attack still hits, it deals half damage.
[*]Any sort of in-combat healing. It's not that I'm opposed to healing, but haven't seen anything I like narratively. Slapping a healing kit on somebody as a reaction feels a bit...well, in the same category of improbability as shooting arrows out of the sky.
Rapid Healer: (Prerequist healer feat)
When a creature takes damage, you can use the healer feat on them as a reaction.
Maybe some THP for the "inspiring" part?
Or letting someone spend their own Hit Dice?
Dunno. IMO, damage reduction works just as well, and is easier to explain. But I know some people are stuck on the idea that every party needs a "healer" and don't want to play a caster.
How many should there be total? For some reason, I was targeting 8. With 6 you'll get all of them by level 18.
I wouldn't set a target number. If there's a good idea, take it.
It's not they stopped making spells because a wizard only get's 25 to choose from. Or invocations because the warlock get's 8.