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Homebrew: Advanced Fighting Styles
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<blockquote data-quote="Undrave" data-source="post: 8802135" data-attributes="member: 7015698"><p>I’ve been mulling over this concept for a while now, Advanced Fighting Styles (or Secret Fighting Styles?) that are linked to skills (and also interact more with weapon properties). Either you need proficiency in a skill to gain them or you learn that skill as part of the training for that style, haven’t quite decided yet. I’m not sure where to slot this idea: as a subclass feature or as an alternate rule or a bonus?</p><p></p><p>Here’s what I got so far:</p><p></p><p><strong>Cunning Raven</strong></p><p>Skill: Persuasion</p><p>When you inflict damage to a creature with a weapon attack, you may attempt to distract that creature. As a bonus action, make a Charisma (Persuasion) Check opposed by the target's passive Insight, and if you succeed the next attack against the creature by someone other than you is made with Advantage. Your target must be able to hear you and speak at least one language for you to be able to attempt this.</p><p></p><p><strong>Dancing Mantis</strong></p><p>Skill: Performance</p><p>If you inflict slashing damage to a creature, that creature cannot make Opportunity Attacks against you until the end of the turn.</p><p></p><p><strong>Dazzling Unicorn</strong></p><p>Skill: Arcana</p><p>Once per turn, while you are holding a weapon and have a free hand, you can spend a bonus action to enchant your weapon until the end of your next turn, or until you drop the weapon. While enchanted, your weapon inflicts magical Radiant damage. Starting at level 11, add your Intelligence modifier to the damage dealt by your enchanted weapon.</p><p></p><p><strong>Hunting Eagle</strong></p><p>Skill: Perception</p><p>Once per turn, when making an attack with a ranged weapon while you do not have advantage or disadvantage, you can choose to attack with disadvantage. If that attack hits, it is considered a critical hit.</p><p></p><p><strong>Patient Turtle</strong></p><p>Skill: Insight</p><p>If you did not move this turn, you can take the Dodge action as a bonus action, then, if you do, your speed becomes 0 until the end of the turn. If you use the Second Wind class feature, you also gain the benefit of the Dodge action.</p><p></p><p><strong>Prowling Wolf</strong></p><p>Skill: Nature</p><p>When attacking with a simple weapon, you gain a +2 to the attack roll if an ally is within 5 feet of the target.</p><p></p><p><strong>Rushing Rhino</strong></p><p>Skill: Athletics</p><p>You can attempt to shove creatures 2 sizes larger than you rather than just 1.</p><p></p><p><strong>Steadfast Bear</strong></p><p>Skill: Intimidate</p><p>You have advantage on all saving throws against the Frightened condition. You add your Strength modifier to any ability check that uses your proficiency in the Intimidate skill.</p><p></p><p><strong>Stinging Scorpion</strong></p><p>Skill: Medecine</p><p>When you inflict piercing damage with a weapon attack you can reduce the damage by any amount you desire down to 1 point of damage; and if you do, the target’s speed is reduced by 5 feet for every 2 points of damage you sacrificed until the end of their next turn. This ability has no effect on Construct, Elemental, Ooze or Plant monsters.</p><p></p><p><strong>Striking Cobra</strong></p><p>Skill: Sleight of hand</p><p>You have advantage on attacks made using a Light weapon you drew as part of your Attack action. You can apply poison to a Light weapon as a bonus action.</p><p></p><p><strong>Tumbling Monkey</strong></p><p>Skill: Acrobatic</p><p>Once per turn, when you inflict damage to a creature using a weapon with the reach property, or a quarterstaff held in two hands, you can move 5 feet as a free action. This movement does not count toward your maximum movement speed for the turn. This movement does not provoke Opportunity Attacks.</p><p></p><p><strong>Unstoppable Boar</strong></p><p>Skill: Survival</p><p>Whenever you take damage, you gain temporary hit points equal to your Constitution modifier.</p><p></p><p>Feel free to suggest concepts that could work for the missing skills: Animal Handling, Deception, History, Investigation, Religion, Stealth.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8802135, member: 7015698"] I’ve been mulling over this concept for a while now, Advanced Fighting Styles (or Secret Fighting Styles?) that are linked to skills (and also interact more with weapon properties). Either you need proficiency in a skill to gain them or you learn that skill as part of the training for that style, haven’t quite decided yet. I’m not sure where to slot this idea: as a subclass feature or as an alternate rule or a bonus? Here’s what I got so far: [B]Cunning Raven[/B] Skill: Persuasion When you inflict damage to a creature with a weapon attack, you may attempt to distract that creature. As a bonus action, make a Charisma (Persuasion) Check opposed by the target's passive Insight, and if you succeed the next attack against the creature by someone other than you is made with Advantage. Your target must be able to hear you and speak at least one language for you to be able to attempt this. [B]Dancing Mantis[/B] Skill: Performance If you inflict slashing damage to a creature, that creature cannot make Opportunity Attacks against you until the end of the turn. [B]Dazzling Unicorn[/B] Skill: Arcana Once per turn, while you are holding a weapon and have a free hand, you can spend a bonus action to enchant your weapon until the end of your next turn, or until you drop the weapon. While enchanted, your weapon inflicts magical Radiant damage. Starting at level 11, add your Intelligence modifier to the damage dealt by your enchanted weapon. [B]Hunting Eagle[/B] Skill: Perception Once per turn, when making an attack with a ranged weapon while you do not have advantage or disadvantage, you can choose to attack with disadvantage. If that attack hits, it is considered a critical hit. [B]Patient Turtle[/B] Skill: Insight If you did not move this turn, you can take the Dodge action as a bonus action, then, if you do, your speed becomes 0 until the end of the turn. If you use the Second Wind class feature, you also gain the benefit of the Dodge action. [B]Prowling Wolf[/B] Skill: Nature When attacking with a simple weapon, you gain a +2 to the attack roll if an ally is within 5 feet of the target. [B]Rushing Rhino[/B] Skill: Athletics You can attempt to shove creatures 2 sizes larger than you rather than just 1. [B]Steadfast Bear[/B] Skill: Intimidate You have advantage on all saving throws against the Frightened condition. You add your Strength modifier to any ability check that uses your proficiency in the Intimidate skill. [B]Stinging Scorpion[/B] Skill: Medecine When you inflict piercing damage with a weapon attack you can reduce the damage by any amount you desire down to 1 point of damage; and if you do, the target’s speed is reduced by 5 feet for every 2 points of damage you sacrificed until the end of their next turn. This ability has no effect on Construct, Elemental, Ooze or Plant monsters. [B]Striking Cobra[/B] Skill: Sleight of hand You have advantage on attacks made using a Light weapon you drew as part of your Attack action. You can apply poison to a Light weapon as a bonus action. [B]Tumbling Monkey[/B] Skill: Acrobatic Once per turn, when you inflict damage to a creature using a weapon with the reach property, or a quarterstaff held in two hands, you can move 5 feet as a free action. This movement does not count toward your maximum movement speed for the turn. This movement does not provoke Opportunity Attacks. [B]Unstoppable Boar[/B] Skill: Survival Whenever you take damage, you gain temporary hit points equal to your Constitution modifier. Feel free to suggest concepts that could work for the missing skills: Animal Handling, Deception, History, Investigation, Religion, Stealth. [/QUOTE]
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