Fighter Feature
Level 1: Momentum
Momentum Dice. You have a number of Momentum Dice equal to your Proficiency Bonus and can spend the dice on the benefits below. You gain one expended Momentum Die when you damage a creature with an attack but lose all Momentum Dice when you receive damage.
Momentum Dice are a d4, this increases to a d6 at level 5, a d8 at level 10, a d10 at level 15, and a d12 at level 20.
Flourish. When you attack a creature you may expend and roll any number of Momentum Dice then add the number rolled to the damage of the attack.
Repel. When you deal bludgeoning damage to a creature your size or smaller you may expend and roll any number of Momentum Dice to attempt to push the target back. The creature must succeed on a Strength or Constitution saving throw against your DC (8 + Strength modifier + Proficiency bonus) to resist being pushed back a number of feet equal to the result of the momentum dice roll. The target has disadvantage on the saving throw if you make the attack with a weapon with the Heavy property.
Impale. When you deal piercing damage to a creature you may expend one Momentum Die to make an additional attack against a creature in a line with you and the initial target and adjacent to the initial target. If the attack against an additional creature is successful it takes half damage from the attack. If you are using a weapon with the Reach property you may expend one additional Momentum die to target another adjacent creature in the line. An additional attack does not consume ammunition if it otherwise would.
Bypass. Before an attack roll you make with a weapon that deals slashing damage you may expend two Momentum Dice to gain a +2 bonus to the attack roll. Whether the attack is successful or not the target must succeed a Strength or Dexterity saving throw against your DC (8 + Strength modifier + Proficiency bonus) or drop any shield it is holding, or a weapon if it is not wielding a shield. The target has disadvantage on this saving throw if you make the attack with a weapon with the Two-Handed or Versatile property.
Level 10: Flow State
Your attacks flow into each other seamlessly and the inertia from one blow empowers the next. If you reduce a creature to 0 HP with an attack that used Momentum Dice, the dice expended on that attack are regained immediately.
Level 16: Unstoppable
When you take damage you only lose one Momentum Die instead of all of them.
Previous Versions
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11/17/2025 12:13:20 AM
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Posted Nov 17, 2025This feature was inspired by the Flourish system in Fable and is intended to be a core mechanic for Fighters to give them a boost in a system that offers much more power to spellcasters than those who rely on weapon attacks and mundane abilities.
The Momentum Dice are a resource that waxes and wanes with combat but is never fully gone, all the Fighter need to is land another blow, feeding the loop of striking, striking harder, and punishing opponents in close combat. This supports the fantasy of a character who excels in martial combat above all others and effectively introduces an attack combo mechanic, thanks to Fighters’ extra attacks and action surges. Players will want to think about whether to save up as much Momentum as they can on their current turn to unleash a spectacular blow or ability on their next turn, or whether to avoid the risk of losing the streak and instead putting out a consistent stream of slightly stronger attacks.
Later levels offer more than just mathematical improvements to the feature and let the final blows of the Fighter fuel the next one by refunding the Momentum Dice spent on an attack if that attack causes the target to reach 0 hit points, as well as becoming resistant to losing the Momentum they’ve built up.
Devs if you see this hit me up, let’s put this in a UA