
Prerequisite: Requires a Strength or Dexterity score of 13 or higher
This warrior has learned to tap into his brutal side to land more devastating blows. When he swings his blade, their foe will tremble for the impact which is incoming.
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Once per round when you roll damage for a melee weapon attack, you can re-roll the weapon its damage dice and choose the higher result.
If the rerolled damage (second roll you made) <= the initial roll, you may add half the maximum of the weapon damage dice to this result and pick that sum. - Once per round on a critical hit on a melee weapon attack, you may reroll the weapon damage dice (but may not add half max damage dice).
How do you calculate the half of maximum weapon damage?
For d12, 2d6 and 3d4 this is 6.
For d10 or 2d5 this is 5 and so on.
So for example you are fighting with a 2d6 weapon and you rolled 8 for damage. You choose to use the Savage Attacker re-roll and you roll a 5. This wille become 11 (=5+6) instead and will give you a +3 bonus damage.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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2/11/2019 10:42:55 PM
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84
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1
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1.0
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Coming Soon
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4/25/2019 12:22:08 PM
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1840
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4
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1.1
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Coming Soon
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Disclaimer: apparently the discussion is lost when you update the feature. Which isn't handy IMHO.
Design philosophy
I want this feature to have a broad enough application so it can be interesting to many classes to pick up. I wanted it to become more on par with the top tier features, yet not as powerful as the main power houses like: Sharpshooter, Lucky, Great Weapon Master or Crossbow Expert.
I did create this home brewed version for a Half-Orc Barbarian who needed a reliable way to wield a Great-Axe before cross-classing into Fighter Champion for Crit-Fishing.
So I went with a part that is always contributing: the half ability increase, a part which gives you a meaningful choice to make, like a resource to manage: the ounce per turn weapon damage re-roll and damage boost and lastly a fluff component: almost guaranteeing that at least one critical hit per turn will actually feel like a critical hit.
The goal of keeping the main feature restricted to ounce per round is so you will have the feeling that the feature has more of an impact and in more discrete instances. If you would, for example, change this feature to simply allow to re-roll all melee weapon damage dice, you wouldn't appreciate what the re-roll actually does.
I have added the damage boost, to avoid the frustrated feeling of deciding to re-roll and still have no impact on the actual flow of the game.
DnD is a story telling game, so each time you have an impact to change the outcome of the story, is great and it can create memorable moments.
I also disliked the fact that the original feature was only active on your turn. Which didn't feel appropriate for a Savage character. Also with my version, you can really bet on hitting a creature with an Attack of Opportunity and keep the Savage Attacker re-roll in hand for maximum impact on that AoO. Yet the creature could decide to disengage, which effectively keeps it in range to pursue,...
I have the feeling that this feature now is appealing enough, not only for weapons with a big damage die, but also for other martial classes, who want to make sure that they keep putting out a decent amount of damage, without relying on damage spells.
If people are interested, I can post some mathematical analysis of the impact of this boosted roll. It raises the average damage significantly but more importantly, it reduces the chances for a low damage roll result dramatically.
I have done the math on 2d6 vs 1d12 and as expected 2d6 gets more benefit from the is Feature, so I would change the damage bonus to your damage roll to: "half the maximum weapon damage dice". So 2d6 would only gain +3 instead of +6 if the second weapon damage roll <= the initial roll.
So this feature should finally give the Great-axe an edge over the 2d6 weapons.