Xeviat
Dungeon Mistress, she/her
Hello everyone. From day one, I didn't like the way Extra Attack worked. It hurts multiclass warriors when multiclass spellcasters got a big improvement this time around. Simply having Extra Attack stack could ALMOST work, but a 5/5/5/5 would end up with 5 attacks and that would be too much (now if every class had a level 0 ...)
I also dislike how Opportunity Attacks effectively grow weaker for classes like the Fighter but remain the same for others like the Rogue. Spellcasters' cantrips continue to improve, leading to a situation where a 2 level dip in Warlock nets you a great ranged attack for certain builds (bard, paladin, sorcerer?).
I'd like to see what other's ideas on this are. I don't think it's a solid enough idea for a DM's Guild product, so I'll work on it here and put it together for free.
I'd like to replace Extra Attack with more unique abilities. At their base, weapon attack damage will scale by a "weapon die" at levels 5, 11, and 17. Sneak attack will have to lose a die at these levels, but hey, a rapier wielding rogue will get will get a little bump.
Basic weapon maneuvers could also be added, where you give up one or more weapon dice to do different things, like add prone or push to an attack, or give up one die to attack two targets.
Instead of Extra Attack, I'd like to give out unique abilities. But what could they be?
Barbarian: simple raw damage? Damage on a miss?
Valor Bard: cha to damage? Bonus damage to allies?
Fighter: weapon specialization/mastery. Small damage bonus and small attack bonus.
Monk: maybe they can hang onto extra attacks and have that be their schtick.
Paladin: start giving out radiant damage earlier.
Ranger: ugh ...
Favored Soul Sorcerer: radiant damage?
Blade Warlock: just give them melee Eldritch blast and be done with it.
Blade singer Wizard: int damage earlier, other things later?
The biggest change would be increasing the chance of dealing zero damage. That is one good thing about multiple attacks. But I'd like to see Attack damage scale.
What are your thoughts?
I also dislike how Opportunity Attacks effectively grow weaker for classes like the Fighter but remain the same for others like the Rogue. Spellcasters' cantrips continue to improve, leading to a situation where a 2 level dip in Warlock nets you a great ranged attack for certain builds (bard, paladin, sorcerer?).
I'd like to see what other's ideas on this are. I don't think it's a solid enough idea for a DM's Guild product, so I'll work on it here and put it together for free.
I'd like to replace Extra Attack with more unique abilities. At their base, weapon attack damage will scale by a "weapon die" at levels 5, 11, and 17. Sneak attack will have to lose a die at these levels, but hey, a rapier wielding rogue will get will get a little bump.
Basic weapon maneuvers could also be added, where you give up one or more weapon dice to do different things, like add prone or push to an attack, or give up one die to attack two targets.
Instead of Extra Attack, I'd like to give out unique abilities. But what could they be?
Barbarian: simple raw damage? Damage on a miss?
Valor Bard: cha to damage? Bonus damage to allies?
Fighter: weapon specialization/mastery. Small damage bonus and small attack bonus.
Monk: maybe they can hang onto extra attacks and have that be their schtick.
Paladin: start giving out radiant damage earlier.
Ranger: ugh ...
Favored Soul Sorcerer: radiant damage?
Blade Warlock: just give them melee Eldritch blast and be done with it.
Blade singer Wizard: int damage earlier, other things later?
The biggest change would be increasing the chance of dealing zero damage. That is one good thing about multiple attacks. But I'd like to see Attack damage scale.
What are your thoughts?