While wielding a bludgeoning weapon, the attacker can take -5 to hit. If they hit, the target makes a Strength saving throw (DC 8 + attacker’s proficiency bonus + attacker’s Strength modifier) or is knocked prone.
When using a piercing weapon, the attacker can take -5 to hit. If they hit, the target makes a Constitution saving throw (DC 8 + attacker's proficiency bonus + modifier attacker added to attack roll) or suffers bleeding.. Bleeding is a new condition; each character has a bleed counter. At the beginning of each of its turns, a creature takes damage equal to its bleed counter, then reduces its bleed counter by one. A new bleeding wound increases a creature’s bleed counter by an amount equal to the modifier of the ability score used to make the attack. If a creature’s bleed counter is above 0, do not stack multiple sources of bleed; if an adjustment would happen to a bleed counter, it becomes the highest available amount. That is to say if a creature has a bleed counter of 2, and receives a new bleed from someone with a modifier of 4, the 4 takes precedence, but no new bleed can be added unless from a source with a modifier of 5 or higher.
Creatures wearing a Periapt of Wound Closure to which they are attuned cannot have their bleed counter increased above 0. Magical healing also sets a bleed counter to 0. Undead and constructs are uniformly immune to the bleeding condition, as well as possibly some other creatures at DM’s discretion.
Wielding a slashing weapon, the attacker can take -5 to hit. If they hit, the target makes an Athletics or Acrobatics check versus a DC of 8 + attacker's proficiency bonus + modifier of ability score used to make the attack, or suffers a rend. Rending reduces the AC of the target by an amount equal to the modifier of the ability score used to make the attack, for a number of rounds equal to that same modifier. Like bleeding, this does not stack and a new application will use the highest available duration. Rending has no effect unless the target is wearing armour, using a shield, and/or has (natural armour) in its stat block.
I originally wanted to divide this into hammers/axes/polearms/large blade/small blades et cetera and just offer bonuses that triggered off critical hits while having the feat give +1 Str, Dex, Wis, or Cha (Wis for Shillelagh Druids and Cha for Hexblades) but it seemed more tactical to offer -5 to hit as per other feats to let people choose when to use them and make the bonuses more significant (up to status effects.)
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Posted Nov 29, 2019I originally wanted to divide this into hammers/axes/polearms/large blade/small blades et cetera and just offer bonuses that triggered off critical hits while having the feat give +1 Str, Dex, Wis, or Cha (Wis for Shillelagh Druids and Cha for Hexblades) but it seemed more tactical to offer -5 to hit as per other feats to let people choose when to use them and make the bonuses more significant (up to status effects.)