Well if hits that deal damage continue the chain, I might have to increase the number of hits to do effects. On not since your chain can be ruined by rolling a 5.
Any ideas for the missing Dragonstrikes' effects? I made all the Metallic ones based on their secondary breaths. But I's stuck on the Chromatics. I was doing it more based one the dragon's personality (AKA big dumb white just deals damage). Might branch out to a new thread.
Y'know, that's an interesting point. Lots of monsters have chained effects - a rend bonus to damage when two claws hit (is that still a thing in 5e?) or various grapples and restrained effects.
That would be a neat subsystem to add onto fighters. The more hits you score with your primary weapon (I'm not sure I'd want it gamed by two weapon fighters, but, then again, maybe), the bigger the secondary effect you can choose from. Probably not something you'd want to carry from round to round - 5e combats are too short for that. You're not likely to get more than 2 rounds into any one target very often. But, say on a single hit, you deal damage. On two hits, you deal damage as usual plus you get to choose some effect. Crit's automatically count as two hits.
It's a bit fiddlier than just giving the fighter some bonus dice that they can trade in for effects.
Oooh, combine the two. Every hit adds one to a dice pool. At any point, you can blow your pool of dice to create effects. That way hits could carry over from round to round and even fight to fight. Unused dice get reset on a long rest.
Add in some effects you could use out of combat - a bonus dice on Aiding skill checks or burning several for an auto success, that sort of thing.
Not too fiddly and I think would go a huge way to balancing casters and non-casters. Question though, would you give it to fighter types like rangers and paladins? Maybe a smaller dice to reflect their casting abilities? Like Barbarians, Fighters and Rogues get d8's, half-caster fighter types get d4? Would need a bit more refinement I think.