Warning: This feat utilises the controversial and unbalanced "True Damage" damage type. This feat is an attempt to rebalance this damage type.
A character with the True Strike feat has the ability to break through immunities and resistances to deal damage to those that would tank it. This will be done using the lesser mentioned "True Damage" damage type. For context, this type is different from campaign to campaign, as different DMs will use it differently, but the main feature is the ability to deal damage regardless of resistances and immunities. Any fair DM would either ignore this damage type entirely or dedicate specific situations or items to this type... but I want to make a more balanced method to deal it naturally. Introducing True Strike: A Rebalancing Feat:
When a character learns True Strike, they find themselves able to risk any given attack to break through an immunity or resistance they would never otherwise.
To break through at all, the following conditions must be met:
- The attack dice roll must max out against the target.
- The attack must be made by a proficient weapon or else the charge usage is doubled.
- The attack type must be resisted or useless against the target.
If these conditions are met, the following happens:
- Resisted Damage: Reroll the maxed-out damage dice without the modifier and deal that new number in True Damage. This uses 1 charge.
- Immune Damage: Roll 1d6. The result will determine the outcome:
- 1-4: Reroll the maxed-out damage dice without the modifier and deal that new number, halved, in True Damage. This uses 1 charge.
- 5-6: Reroll the maxed-out damage dice without the modifier and deal that new number in True Damage. This uses 2 charges.
Any special conditions or secondary effects of the original attack are lost when the feat is triggered. This feat has 5 charges per long rest but gains an extra 2 charges at 10th level.
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