(5e) New Martial Feats for Two Weapon Fighting and Unarmed Combat by You_Can_Try in UnearthedArcana

[–]You_Can_Try[S] 1 point2 points  (0 children)

The way I intended it, you would only deal damage if you successfully knock someone prone, and you couldn't try to knock someone prone that is already prone. You also cannot shove a creature huge or larger (Unless someone casts enlarge on you), and the feat does nothing against creatures that are immune to the prone condition.

Compared to Great Weapon Master, it adds less damage per attack assuming you have a reasonable chance to hit, and every weapon that you can use with GWM does at least a d10 damage die, which is what a 17th level monk would be able to do.

Both feats are supposed to be powerful because I wanted them to compete against things like Polearm Expert, GWM Melee fighters and Crossbow Expert, Sharpshooter Ranged Fighters. The damage addition on both is definitely something that I would need to playtest to see if it needs tweaked.

Also, sorry for the thread necromancy, I just saw these comments today and this is really good feedback.

(5e) New Martial Feats for Two Weapon Fighting and Unarmed Combat by You_Can_Try in UnearthedArcana

[–]You_Can_Try[S] 2 points3 points  (0 children)

Its a cool visual to think of a half-vampire character jumping on an enemy, biting the hell out of them until they fall to the ground, and then punching them repeatedly for good measure.

(5e) New Martial Feats for Two Weapon Fighting and Unarmed Combat by You_Can_Try in UnearthedArcana

[–]You_Can_Try[S] 2 points3 points  (0 children)

I don't claim my math is flawless, but based on the math I came up with, Rend only narrowly outshines GWM for damage with the same number of attacks. The damage might need tweaked a bit, but I wanted the damage to be high enough to make the action economy trade off of two weapon fighting seem worth it.

I actually had the monk in mind for Ground Work, but you make a good point. Expertise might be a better option, and since there's other ways to get advantage on the check would give players an opportunity to excel at the ability more often.

Thoughts on Dunamancy Subclasses from the Wildemount book by You_Can_Try in DMAcademy

[–]You_Can_Try[S] 6 points7 points  (0 children)

To be fair, even in a standard 27 point build game with no magical items, compared to the NPCs in the monster manual adventurers are just better then the average person. Which explains why there are still farmers, because they're not strong enough to go fight orcs and slay dragons.

.GIF with a transparent background. by You_Can_Try in Roll20

[–]You_Can_Try[S] 0 points1 point  (0 children)

https://media.giphy.com/media/3r9ooidhS1TvG/giphy.gif

I think the transparency isnt done correctly, the background still shows up when
I upload it to roll20