One of my players tried to design some homebrew feats to expand on the existing weapon styles. I'm not especially adept at assessing unforeseen synergies or balance issues so I was wondering if anyone else had any input:
BATTLE HARDENED v1
Prerequisite: Character level 5 or higher
Your reflexes have been honed by years of conflict, and you don't scare or go down easily. You gain the following benefits:
You gain a +2 bonus to initiative.
When you are required to make a saving throw or check to avoid being frightened, gain a bonus to the roll equal to your proficiency bonus.
When required to make a death saving throw, you only die if you fail your fourth save, rather than your third.
BATTLE HARDENED v2
Prerequisite: Character level 5 or higher
Your reflexes have been honed by years of conflict, and you don't scare or go down easily. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain a +2 bonus to initiative.
When you are required to make a saving throw or check to avoid being frightened, gain a bonus to the roll equal to your proficiency bonus.
[DESIGN NOTE – I did two versions of this feat. Which one is more-balanced, or do people prefer?]
FLAIL EXPERT
Prerequisite: Proficient with martial weapons, and Dexterity 13 or higher
You've mastered exotic lashing weapons, and can easily ensnare a foe, or spin an impenetrable web of steel that punishes foes who get too close, though you can't keep it up for long. You gain the following benefits:
When you take the Attack action on your turn, you can use a bonus action to try and grapple a creature within reach with your flail, chain or whip. Until the creature escapes the grapple, it is restrained, and you can't attack again with this weapon.
If using a whip, you can use a bonus action on your turn to interact with an object within the whip's reach (yanking open an unlocked door, or pulling a lever, for example).
On your turn, when you are wielding a flail, chain or nunchuka, you can use your action to adopt a web of steel stance, striking any who get too close. Similiar to some spells, maintaining this feature requires concentration (lasting up to 1 minute), but it also fails if you become prone or restrained, or if you are involved in a successful grapple. Whilst maintained, your movement is halved, but you gain partial cover against weapon attacks, and any time a creature enters your reach or starts its turn there, it must make a Dexterity saving throw (the DC is equal to 8 + your proficiency bonus + your choice of Strength or Dexterity modifier). On a failed save, then you hit it with a melee weapon attack. Once you use this feature, you must finish a long rest before you can use it again.
[DESIGN NOTE – well, this one is now more complex, but it hopefully fits the design specs of allowing a new ability you wouldn't reasonably try otherwise, and it kinda brings one of the fun 4e Fighter powers. I was umming and aahing about concentration, but decided to keep it. It most benefits Fighters or Barbarians, because of their saves, and also synergises with some Fighting Styles, Maneuvers, Rage, Divine Strike, Divine Smite and Hunter's Prey features. Maybe if I reworded it along the lines of “On a failed save, then it takes damage as if struck by a weapon attack” or something? Honestly, it was simpler with just bypassing a shield! Also, there is no weapon for which you can use all 3 of these benefits]
MASTER SWORDSMAN
Prerequisite: Proficient with martial weapons, and Strength 13 or higher
In your hands, a sword is a truly versatile and defensive weapon. You gain the following benefits:
If wielding either a greatsword or longsword, you can use an action on your turn to adopt a semi-defensive posture. You can make one melee weapon attack this turn with disadvantage, and melee weapon attacks against you also suffer disadvantage. This lasts until the beginning of your next turn.
You can choose to use Dexterity instead of Strength for the attack and damage rolls of a longsword used one-handed, and you can also use a longsword one-handed to deal Sneak Attack damage.
If you are wielding either a greatsword, longsword or shortsword and take the Attack action on your turn, one of your attacks this turn can deliver your choice of either slashing or piercing damage.
On your turn, if you score a critical hit with a melee weapon attack using either a greatsword or longsword, you can choose to impale the creature. While impaled, the target is effectively grappled, and you can't attack again with this weapon until the grapple ends.
[DESIGN NOTE – rewritten to mostly exclude finesse weapons]
KNIFE DANCER
Prerequisite: Dexterity 13 or higher
Somewhere in your life, you got very handy with a knife, and can pull off a variety of dirty tricks. You gain the following benefits:
If you take the Attack action on your turn to throw a dagger, you can draw and throw two daggers as part of one attack. Both of these attacks must be at targets within short range.
If you make a melee weapon attack using either a dagger or a sickle and either have advantage on the attack roll, or you or the creature you are attacking are grappled, or you are swallowed by the creature you are attacking, you can roll an extra 1d4 and add the result to the damage.
If you score a critical hit with a melee weapon attack using a dagger, you can add double your ability modifier to the damage roll, rather than once as normal.
[DESIGN NOTE – written to show Rich's amendments]
AXE MASTER
Prerequisite: Proficient with martial weapons, and Strength 13 or higher
You have mastered the demanding momentum of a swung axe to wreak terrifying bloody carnage, and have learnt how best to hurl a throwing axe to bounce unpredictably towards the foe as part of a charge. You gain the following benefits:
If you make a melee weapon attack with either a handaxe, battleaxe, or greataxe and hit, gain a bonus of +1 to the damage roll.
If you move at least 10 feet towards a creature in a turn that you take the Attack action, you can use a bonus action on your turn to throw a handaxe at a creature, gaining advantage on the roll. As part of the bonus action, you can also draw another weapon.
On your turn, when you score a critical hit against a creature using either a handaxe, battleaxe, or greataxe in melee, or reduce a creature to 0 hit points with one, you can use a reaction to make a Charisma (Intimidation) check, contested by the Wisdom of one or more creatures that can see or hear you within 30'. If you succeed, the creature is frightened during its next turn.
[DESIGN NOTE – changed to allow new option on crit, rather than boring extra damage]
BRUTISH BLUDGEONER
Prerequisite: Proficient with martial weapons, and Strength 13 or higher
You've mastered blunt instruments so that your blows can break through armour, send foes flying, and hammer your way relentlessly through the scenery. You gain the following benefits:
If you make a melee weapon attack with either a mace, maul, morningstar, warpick or warhammer against a creature wearing medium or heavy armour, or a creature with thick natural armour (like a dragon's scales, or a giant scorpion's exoskeleton), gain a bonus of +2 to the damage roll.
On your turn, if you score a critical hit against a creature using either a club, greatclub, light hammer, mace, maul, quarterstaff, morningstar or warhammer in melee, you can use your reaction to push it 5', providing that the creature is no more than one size larger than you.
If you are wielding either a light hammer, mace, maul, morningstar, warpick or warhammer, you can use your action to strike an inanimate object and inflict double damage (doubling both the results of the damage roll and the ability modifier).
PHALANX FIGHTER
Prerequisite: Strength 13 or higher
Probably through a background in the infantry, you are competent with hafted weapons, knowing best how to use their reach, and feel strongest when fighting in a formation of sorts. You gain the following benefits:
Once per turn, if you are wielding either a javelin, spear or pike, you can deal an additional 1d6 damage to a creature you hit with a weapon attack, if you are within 5 feet of an ally that isn't incapacitated.
If you take the Attack action on your turn, you can choose to take a -2 penalty to your attack roll to give your weapon the reach property for this attack, when wielding either a quarterstaff, spear, or trident.
If you are required to make a saving throw or check to avoid being frightened and you are within 5 feet of an ally that isn't incapacitated, you can choose to reroll the save, but must use the second result if you do so.
[DESIGN NOTE – changed to not prescribe against characters being able to set spears as part of normal 5e]
BATTLE HARDENED v1
Prerequisite: Character level 5 or higher
Your reflexes have been honed by years of conflict, and you don't scare or go down easily. You gain the following benefits:
You gain a +2 bonus to initiative.
When you are required to make a saving throw or check to avoid being frightened, gain a bonus to the roll equal to your proficiency bonus.
When required to make a death saving throw, you only die if you fail your fourth save, rather than your third.
BATTLE HARDENED v2
Prerequisite: Character level 5 or higher
Your reflexes have been honed by years of conflict, and you don't scare or go down easily. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain a +2 bonus to initiative.
When you are required to make a saving throw or check to avoid being frightened, gain a bonus to the roll equal to your proficiency bonus.
[DESIGN NOTE – I did two versions of this feat. Which one is more-balanced, or do people prefer?]
FLAIL EXPERT
Prerequisite: Proficient with martial weapons, and Dexterity 13 or higher
You've mastered exotic lashing weapons, and can easily ensnare a foe, or spin an impenetrable web of steel that punishes foes who get too close, though you can't keep it up for long. You gain the following benefits:
When you take the Attack action on your turn, you can use a bonus action to try and grapple a creature within reach with your flail, chain or whip. Until the creature escapes the grapple, it is restrained, and you can't attack again with this weapon.
If using a whip, you can use a bonus action on your turn to interact with an object within the whip's reach (yanking open an unlocked door, or pulling a lever, for example).
On your turn, when you are wielding a flail, chain or nunchuka, you can use your action to adopt a web of steel stance, striking any who get too close. Similiar to some spells, maintaining this feature requires concentration (lasting up to 1 minute), but it also fails if you become prone or restrained, or if you are involved in a successful grapple. Whilst maintained, your movement is halved, but you gain partial cover against weapon attacks, and any time a creature enters your reach or starts its turn there, it must make a Dexterity saving throw (the DC is equal to 8 + your proficiency bonus + your choice of Strength or Dexterity modifier). On a failed save, then you hit it with a melee weapon attack. Once you use this feature, you must finish a long rest before you can use it again.
[DESIGN NOTE – well, this one is now more complex, but it hopefully fits the design specs of allowing a new ability you wouldn't reasonably try otherwise, and it kinda brings one of the fun 4e Fighter powers. I was umming and aahing about concentration, but decided to keep it. It most benefits Fighters or Barbarians, because of their saves, and also synergises with some Fighting Styles, Maneuvers, Rage, Divine Strike, Divine Smite and Hunter's Prey features. Maybe if I reworded it along the lines of “On a failed save, then it takes damage as if struck by a weapon attack” or something? Honestly, it was simpler with just bypassing a shield! Also, there is no weapon for which you can use all 3 of these benefits]
MASTER SWORDSMAN
Prerequisite: Proficient with martial weapons, and Strength 13 or higher
In your hands, a sword is a truly versatile and defensive weapon. You gain the following benefits:
If wielding either a greatsword or longsword, you can use an action on your turn to adopt a semi-defensive posture. You can make one melee weapon attack this turn with disadvantage, and melee weapon attacks against you also suffer disadvantage. This lasts until the beginning of your next turn.
You can choose to use Dexterity instead of Strength for the attack and damage rolls of a longsword used one-handed, and you can also use a longsword one-handed to deal Sneak Attack damage.
If you are wielding either a greatsword, longsword or shortsword and take the Attack action on your turn, one of your attacks this turn can deliver your choice of either slashing or piercing damage.
On your turn, if you score a critical hit with a melee weapon attack using either a greatsword or longsword, you can choose to impale the creature. While impaled, the target is effectively grappled, and you can't attack again with this weapon until the grapple ends.
[DESIGN NOTE – rewritten to mostly exclude finesse weapons]
KNIFE DANCER
Prerequisite: Dexterity 13 or higher
Somewhere in your life, you got very handy with a knife, and can pull off a variety of dirty tricks. You gain the following benefits:
If you take the Attack action on your turn to throw a dagger, you can draw and throw two daggers as part of one attack. Both of these attacks must be at targets within short range.
If you make a melee weapon attack using either a dagger or a sickle and either have advantage on the attack roll, or you or the creature you are attacking are grappled, or you are swallowed by the creature you are attacking, you can roll an extra 1d4 and add the result to the damage.
If you score a critical hit with a melee weapon attack using a dagger, you can add double your ability modifier to the damage roll, rather than once as normal.
[DESIGN NOTE – written to show Rich's amendments]
AXE MASTER
Prerequisite: Proficient with martial weapons, and Strength 13 or higher
You have mastered the demanding momentum of a swung axe to wreak terrifying bloody carnage, and have learnt how best to hurl a throwing axe to bounce unpredictably towards the foe as part of a charge. You gain the following benefits:
If you make a melee weapon attack with either a handaxe, battleaxe, or greataxe and hit, gain a bonus of +1 to the damage roll.
If you move at least 10 feet towards a creature in a turn that you take the Attack action, you can use a bonus action on your turn to throw a handaxe at a creature, gaining advantage on the roll. As part of the bonus action, you can also draw another weapon.
On your turn, when you score a critical hit against a creature using either a handaxe, battleaxe, or greataxe in melee, or reduce a creature to 0 hit points with one, you can use a reaction to make a Charisma (Intimidation) check, contested by the Wisdom of one or more creatures that can see or hear you within 30'. If you succeed, the creature is frightened during its next turn.
[DESIGN NOTE – changed to allow new option on crit, rather than boring extra damage]
BRUTISH BLUDGEONER
Prerequisite: Proficient with martial weapons, and Strength 13 or higher
You've mastered blunt instruments so that your blows can break through armour, send foes flying, and hammer your way relentlessly through the scenery. You gain the following benefits:
If you make a melee weapon attack with either a mace, maul, morningstar, warpick or warhammer against a creature wearing medium or heavy armour, or a creature with thick natural armour (like a dragon's scales, or a giant scorpion's exoskeleton), gain a bonus of +2 to the damage roll.
On your turn, if you score a critical hit against a creature using either a club, greatclub, light hammer, mace, maul, quarterstaff, morningstar or warhammer in melee, you can use your reaction to push it 5', providing that the creature is no more than one size larger than you.
If you are wielding either a light hammer, mace, maul, morningstar, warpick or warhammer, you can use your action to strike an inanimate object and inflict double damage (doubling both the results of the damage roll and the ability modifier).
PHALANX FIGHTER
Prerequisite: Strength 13 or higher
Probably through a background in the infantry, you are competent with hafted weapons, knowing best how to use their reach, and feel strongest when fighting in a formation of sorts. You gain the following benefits:
Once per turn, if you are wielding either a javelin, spear or pike, you can deal an additional 1d6 damage to a creature you hit with a weapon attack, if you are within 5 feet of an ally that isn't incapacitated.
If you take the Attack action on your turn, you can choose to take a -2 penalty to your attack roll to give your weapon the reach property for this attack, when wielding either a quarterstaff, spear, or trident.
If you are required to make a saving throw or check to avoid being frightened and you are within 5 feet of an ally that isn't incapacitated, you can choose to reroll the save, but must use the second result if you do so.
[DESIGN NOTE – changed to not prescribe against characters being able to set spears as part of normal 5e]