Making a thread for people to post ideas for fighting styles.
Here are mine to get discussion started:
Alleyway Brawler [Fighter]
Melee attacks you make using unarmed strikes or an improvised weapon gain a +2 bonus to the attack roll.
Equestrian [Fighter, Paladin, Ranger]
When a creature targets your mount with an attack, you can use your reaction to impose disadvantage on the attack roll.
Parrying [Fighter, Ranger]
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Reactionary [Fighter]
You gain a +2 bonus to attack rolls made as an attack of opportunity.
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While wielding only one melee weapon, that weapon's range increases to 10 feet.
Acrobat (Fighter, Ranger)
While wielding only weapons that are ranged, or use the finesse property, you gain a +5 to your movement speed.
These may be a touch strong, let me know :)
I like these! For lunger, I might impose the restriction that the weapon cannot have the heavy property, as I imagine it would be difficult to lunge forward with a heavy weapon without being pulled forward by your weapon's momentum. The only mechanical difference this would make is ensure that you dont have any d12 weapons that also have reach. You could also possibly change it to increase a weapon's reach by 5 ft (thus also improving reach weapons). If you wanted to balance this more, I would also compare it to the Lunging maneuver for the battlemaster. Since maneuvers are limited use, you dont want the fighting style to have a similar effect but be "always on"
Acrobat has a very interesting and unique mechanic for a fighting style, which I really like. I am not 100% keen on the name, but thats just my personal taste. Maybe something like "Light-footed" would be more in the direction I would go.
I like the Parrying one in particular. One of my players wanted to fight Rapier & Dagger style (we actually train this in HEMA together) and the rules oddly don't allow it, so I put in a custom common magic item - Light Elven Rapier - that can be used alongside a dagger only. I do think that Parrying might be somewhat too strong (it's broken at low levels - use your reaction to reduce most damage to zero! But it also gets weak at higher levels, when you're trying to parry attacks that deal 30 damage. It's still much better than a shield, especially as you get a bonus action attack!) as written above and seems more like armour than parrying - I'd be more inclined to write it as follows:
Parrying [Fighter, Ranger]
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when a melee attack hits you, to increase your armour class by 2 against that attack.
I like the Parrying one in particular. One of my players wanted to fight Rapier & Dagger style (we actually train this in HEMA together) and the rules oddly don't allow it, so I put in a custom common magic item - Light Elven Rapier - that can be used alongside a dagger only. I do think that Parrying might be somewhat too strong (it's broken at low levels - use your reaction to reduce most damage to zero! But it also gets weak at higher levels, when you're trying to parry attacks that deal 30 damage. It's still much better than a shield, especially as you get a bonus action attack!) as written above and seems more like armour than parrying - I'd be more inclined to write it as follows:
Parrying [Fighter, Ranger]
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when a melee attack hits you, to increase your armour class by 2 against that attack.
Thats not a bad idea, although I think the original isn't terribly overpowered. At level 3, a monk can reduce the damage of ranged weapon attacks by 1d10+dex+monk level. Granted that is limited to ranged attacks, but in the same vein the fighting style is limited to attacks made with melee weapons (i.e, it doesnt help against ranged attacks or unarmed strikes). Both also do nothing against spell attacks, so there are ways around each of them if necessary.
Thanks! Good advice on the Lunger one, I should add the heavy property to it, didn't think about that. and yea, I thought about allowing it for reach weapons, but then I thought of Tunnel Fighter + Polearm Master, or even just Polearm Master, and decided that a 15ft reach may not be a great idea lol
And yes! It was originally something to be with the Acrobatics skill and I forgot to change the name. Thx :)
Once per turn, you can deal an extra d6 of damage on one of your attacks. Until the start of your next turn, you can use your reaction to gain a bonus to AC on attacks coming from that target equal to the additional damage dealt.
(Scales up by level, as it increases to 1d8 at 5th level, 1d10 at 11th, and 1d12 at 17th.)
High Staker [Fighter, Paladin, Ranger, College of Swords]
You increase your Crit Range by one (if it was 20, it it is now 19-20, if it was 19-20, it is now 18-20) on attack rolls. Creatures attacking you have their crit range increased by one.
Brash Fighting [Fighter]
Weapons with the Thrown trait gain the following feature:
"As part of the action you use to make an attack, you throw your weapon towards a creature - if it hits, you deal additional damage equal to the weapon's dice and pick up the weapon to make the rest of the attack action."
Here come my completely biased and unbalanced features.
Once per turn, you can deal an extra d6 of damage on one of your attacks. Until the start of your next turn, you can use your reaction to gain a bonus to AC on attacks coming from that target equal to the additional damage dealt.
(Scales up by level, as it increases to 1d8 at 5th level, 1d10 at 11th, and 1d12 at 17th.)
High Staker [Fighter, Paladin, Ranger, College of Swords]
You increase your Crit Range by one (if it was 20, it it is now 19-20, if it was 19-20, it is now 18-20) on attack rolls. Creatures attacking you have their crit range increased by one.
Brash Fighting [Fighter]
Weapons with the Thrown trait gain the following feature:
"As part of the action you use to make an attack, you throw your weapon towards a creature - if it hits, you deal additional damage equal to the weapon's dice and pick up the weapon to make the rest of the attack action."
Here come my completely biased and unbalanced features.
Not gonna lie, I am not a fan of these.
Elusive fighter is stronger than Hunter's Mark for rangers
High Stake Fighter is the same as entire subclass feature for Champion fighters
Brash fighter basically gives a free crit on thrown weapon attacks that hit.
Overall, for fighting styles, these all seem too powerful as they are right now.
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Once per turn, you can deal an extra d6 of damage on one of your attacks. Until the start of your next turn, you can use your reaction to gain a bonus to AC on attacks coming from that target equal to the additional damage dealt.
(Scales up by level, as it increases to 1d8 at 5th level, 1d10 at 11th, and 1d12 at 17th.)
High Staker [Fighter, Paladin, Ranger, College of Swords]
You increase your Crit Range by one (if it was 20, it it is now 19-20, if it was 19-20, it is now 18-20) on attack rolls. Creatures attacking you have their crit range increased by one.
Brash Fighting [Fighter]
Weapons with the Thrown trait gain the following feature:
"As part of the action you use to make an attack, you throw your weapon towards a creature - if it hits, you deal additional damage equal to the weapon's dice and pick up the weapon to make the rest of the attack action."
Here come my completely biased and unbalanced features.
Not gonna lie, I am not a fan of these.
Elusive fighter is stronger than Hunter's Mark for rangers
High Stake Fighter is the same as entire subclass feature for Champion fighters
Brash fighter basically gives a free crit on thrown weapon attacks that hit.
Overall, for fighting styles, these all seem too powerful as they are right now.
Yeah, if these were available, nobody would take anything but these. All of them are way too powerful.
Compare these to a +1 AC bonus for Defence, or any great weapon wielder with Brash Fighter compared to a +2 damage for Duellist. Why would anyone take Duellist over Elusive Strike?
Once per turn, you can deal an extra d6 of damage on one of your attacks. Until the start of your next turn, you can use your reaction to gain a bonus to AC on attacks coming from that target equal to the additional damage dealt.
(Scales up by level, as it increases to 1d8 at 5th level, 1d10 at 11th, and 1d12 at 17th.)
High Staker [Fighter, Paladin, Ranger, College of Swords]
You increase your Crit Range by one (if it was 20, it it is now 19-20, if it was 19-20, it is now 18-20) on attack rolls. Creatures attacking you have their crit range increased by one.
Brash Fighting [Fighter]
Weapons with the Thrown trait gain the following feature:
"As part of the action you use to make an attack, you throw your weapon towards a creature - if it hits, you deal additional damage equal to the weapon's dice and pick up the weapon to make the rest of the attack action."
Here come my completely biased and unbalanced features.
Not gonna lie, I am not a fan of these.
Elusive fighter is stronger than Hunter's Mark for rangers
High Stake Fighter is the same as entire subclass feature for Champion fighters
Brash fighter basically gives a free crit on thrown weapon attacks that hit.
Overall, for fighting styles, these all seem too powerful as they are right now.
Yeah, if these were available, nobody would take anything but these. All of them are way too powerful.
Compare these to a +1 AC bonus for Defence, or any great weapon wielder with Brash Fighter compared to a +2 damage for Duellist. Why would anyone take Duellist over Elusive Strike?
Although yes - and I probably made some errors with the writing, do note some specific things:
-Elusive fighter is stronger than Hunter's Mark for rangers/Why would anyone take Duellist over Elusive Strike?
You only get the damage boost on one single attack per turn, whilst Ranger's Hunter's Mark can deal that extra damage multiple times - and Duelist would be more reliant, as it's a base +2 damage per hit - while with a 1d12 at lv17 you could get an average of 7 damage on one hit, Duelist at lv17 has two Extra Attacks already, meaning they'll score +6 damage from Duelist every turn reliably - even more if they make other attacks, OAs, Action Surges, and etc. (not even counting lv20s fourth attack)
-Compare these to a +1 AC bonus for Defence
That +1 affects on any situation, while this would only work on one target per turn, and giving an amount of AC spending your reaction - that only works on who you attacked.
-High Stake Fighter is the same as entire subclass feature for Champion fighters
Yes.
-Brash fighter basically gives a free crit on thrown weapon attacks that hit.
While that's quote-unquote true, thrown weapons range from 1d4 to 1d8 (Yklwa at 10 ft. effective range), and would require you to follow that movement up to the target to follow the attack up - at most, you'd be getting an extra 5 damage on average, while Duelist, with two attacks would deal a reliable +4 damage with two hits. You also can't use Brash Fighter with great weapons, as this only works with Thrown weapons - so unless you happen to be a Wild Magic Barbarian who gets a thrown greataxe by luck, you're not going to get that much mileage out of it.
But I'll go think of ways to make it look better, in the sense of more balanced, in that case.
Once per turn, you can deal an extra d6 of damage on one of your attacks. Until the start of your next turn, you can use your reaction to gain a bonus to AC on attacks coming from that target equal to the additional damage dealt.
(Scales up by level, as it increases to 1d8 at 5th level, 1d10 at 11th, and 1d12 at 17th.)
High Staker [Fighter, Paladin, Ranger, College of Swords]
You increase your Crit Range by one (if it was 20, it it is now 19-20, if it was 19-20, it is now 18-20) on attack rolls. Creatures attacking you have their crit range increased by one.
Brash Fighting [Fighter]
Weapons with the Thrown trait gain the following feature:
"As part of the action you use to make an attack, you throw your weapon towards a creature - if it hits, you deal additional damage equal to the weapon's dice and pick up the weapon to make the rest of the attack action."
Here come my completely biased and unbalanced features.
Not gonna lie, I am not a fan of these.
Elusive fighter is stronger than Hunter's Mark for rangers
High Stake Fighter is the same as entire subclass feature for Champion fighters
Brash fighter basically gives a free crit on thrown weapon attacks that hit.
Overall, for fighting styles, these all seem too powerful as they are right now.
Yeah, if these were available, nobody would take anything but these. All of them are way too powerful.
Compare these to a +1 AC bonus for Defence, or any great weapon wielder with Brash Fighter compared to a +2 damage for Duellist. Why would anyone take Duellist over Elusive Strike?
Although yes - and I probably made some errors with the writing, do note some specific things:
-Elusive fighter is stronger than Hunter's Mark for rangers/Why would anyone take Duellist over Elusive Strike?
You only get the damage boost on one single attack per turn, whilst Ranger's Hunter's Mark can deal that extra damage multiple times - and Duelist would be more reliant, as it's a base +2 damage per hit - while with a 1d12 at lv17 you could get an average of 7 damage on one hit, Duelist at lv17 has two Extra Attacks already, meaning they'll score +6 damage from Duelist every turn reliably - even more if they make other attacks, OAs, Action Surges, and etc. (not even counting lv20s fourth attack)
An extra 1d6 once per turn is still comparable to many Ranger subclass features and therefor too powerful in my opinion.
-Compare these to a +1 AC bonus for Defence
That +1 affects on any situation, while this would only work on one target per turn, and giving an amount of AC spending your reaction - that only works on who you attacked.
-High Stake Fighter is the same as entire subclass feature for Champion fighters
Yes.
-Brash fighter basically gives a free crit on thrown weapon attacks that hit.
While that's quote-unquote true, thrown weapons range from 1d4 to 1d8 (Yklwa at 10 ft. effective range), and would require you to follow that movement up to the target to follow the attack up - at most, you'd be getting an extra 5 damage on average, while Duelist, with two attacks would deal a reliable +4 damage with two hits. You also can't use Brash Fighter with great weapons, as this only works with Thrown weapons - so unless you happen to be a Wild Magic Barbarian who gets a thrown greataxe by luck, you're not going to get that much mileage out of it.
2d8 damage is more than any other weapon in the game deals. Above that, that is damage being dealt at a range. Ranged weapons max out at 1d10 damage whereas melee usually go as high as 1d12 or 2d6 because it is more advantageous to fight at a range. Also, generally you wont be fighting just one enemy who is far away from you. Being able to deal 2d8 damage to one target, drawing another weapon, and then following up with 1-3 more attacks made against other targets within 5 feet of you makes your damage on a give turn very high.
I could see what you are going for here maybe working for a feat (where you have to sacrifice a whole ASI for the boost), but it is still too powerful for a fighting style
But I'll go think of ways to make it look better, in the sense of more balanced, in that case.
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I mean, that's how it should be, but by it's RAW - it says gain. Not replace, or "You deal additional damage equal to half your Strength bonus (rounded up) on attacks done with heavy weapons."
Currently, as a "gain", it's just a +8 on that scenario, ontop of the normal rolls.
I mean, that's how it should be, but by it's RAW - it says gain. Not replace, or "You deal additional damage equal to half your Strength bonus (rounded up) on attacks done with heavy weapons."
Currently, as a "gain", it's just a +8 on that scenario, ontop of the normal rolls.
One that I've played around with would be this one;
Sleight of Hand. (Fighter/Ranger) You ignore to loading property on ranged weapons that you are proficient with and when you hit with a ranged attack, you gain a +1 bonus to the damage roll.
One that I've played around with would be this one;
Sleight of Hand. (Fighter/Ranger) You ignore to loading property on ranged weapons that you are proficient with and when you hit with a ranged attack, you gain a +1 bonus to the damage roll.
Could be a fun way to avoid dependence on the crossbow expert feat. I like it. My only qualm is again with my personal taste in naming things. Sleight of Hand overlaps with the ability skill name and could cause confusion for new players. "Prestidigitation" would be a fun name....if it wasnt already taken by a cantrip and thus also prone to confusion. What about "reloading" or "replenishing" or "quick handed"? Honestly, I dont really love any of those either, but just a couple of ideas
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How about calling it Marksman or Trick Shooter /Trick shot?
I like the idea of calling it Trick Shot....
Trick Shot. (Fighter/Ranger) You ignore to loading property on ranged weapons that you are proficient with and when you hit with a ranged attack, you gain a +1 bonus to the damage roll.
Since then, I've been using the name "Quick Shot" for that fighting style and changed the bonus damage to +2 to match with thrown weapon fighting style.
Making a thread for people to post ideas for fighting styles.
Here are mine to get discussion started:
Alleyway Brawler [Fighter]
Melee attacks you make using unarmed strikes or an improvised weapon gain a +2 bonus to the attack roll.
Equestrian [Fighter, Paladin, Ranger]
When a creature targets your mount with an attack, you can use your reaction to impose disadvantage on the attack roll.
Parrying [Fighter, Ranger]
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Reactionary [Fighter]
You gain a +2 bonus to attack rolls made as an attack of opportunity.
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Lunger (Fighter, Paladin)
While wielding only one melee weapon that does not have the heavy property, that weapon's range increases to 10 feet.
Light-Footed (Fighter, Ranger)
While wielding only weapons that are ranged, or use the finesse property, you gain a +5 to your movement speed.
These may be a touch strong, let me know :)
I like these! For lunger, I might impose the restriction that the weapon cannot have the heavy property, as I imagine it would be difficult to lunge forward with a heavy weapon without being pulled forward by your weapon's momentum. The only mechanical difference this would make is ensure that you dont have any d12 weapons that also have reach. You could also possibly change it to increase a weapon's reach by 5 ft (thus also improving reach weapons). If you wanted to balance this more, I would also compare it to the Lunging maneuver for the battlemaster. Since maneuvers are limited use, you dont want the fighting style to have a similar effect but be "always on"
Acrobat has a very interesting and unique mechanic for a fighting style, which I really like. I am not 100% keen on the name, but thats just my personal taste. Maybe something like "Light-footed" would be more in the direction I would go.
Great job
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I like the Parrying one in particular. One of my players wanted to fight Rapier & Dagger style (we actually train this in HEMA together) and the rules oddly don't allow it, so I put in a custom common magic item - Light Elven Rapier - that can be used alongside a dagger only. I do think that Parrying might be somewhat too strong (it's broken at low levels - use your reaction to reduce most damage to zero! But it also gets weak at higher levels, when you're trying to parry attacks that deal 30 damage. It's still much better than a shield, especially as you get a bonus action attack!) as written above and seems more like armour than parrying - I'd be more inclined to write it as follows:
Parrying [Fighter, Ranger]
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when a melee attack hits you, to increase your armour class by 2 against that attack.
Thats not a bad idea, although I think the original isn't terribly overpowered. At level 3, a monk can reduce the damage of ranged weapon attacks by 1d10+dex+monk level. Granted that is limited to ranged attacks, but in the same vein the fighting style is limited to attacks made with melee weapons (i.e, it doesnt help against ranged attacks or unarmed strikes). Both also do nothing against spell attacks, so there are ways around each of them if necessary.
In any case, the flat AC bonus could be fun too.
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Thanks! Good advice on the Lunger one, I should add the heavy property to it, didn't think about that. and yea, I thought about allowing it for reach weapons, but then I thought of Tunnel Fighter + Polearm Master, or even just Polearm Master, and decided that a 15ft reach may not be a great idea lol
And yes! It was originally something to be with the Acrobatics skill and I forgot to change the name. Thx :)
Elsuive Strike [Fighter]
Once per turn, you can deal an extra d6 of damage on one of your attacks. Until the start of your next turn, you can use your reaction to gain a bonus to AC on attacks coming from that target equal to the additional damage dealt.
(Scales up by level, as it increases to 1d8 at 5th level, 1d10 at 11th, and 1d12 at 17th.)
High Staker [Fighter, Paladin, Ranger, College of Swords]
You increase your Crit Range by one (if it was 20, it it is now 19-20, if it was 19-20, it is now 18-20) on attack rolls. Creatures attacking you have their crit range increased by one.
Brash Fighting [Fighter]
Weapons with the Thrown trait gain the following feature:
"As part of the action you use to make an attack, you throw your weapon towards a creature - if it hits, you deal additional damage equal to the weapon's dice and pick up the weapon to make the rest of the attack action."
Here come my completely biased and unbalanced features.
My Homebrew Spells: Nichuro's Spellcasters Association
Not gonna lie, I am not a fan of these.
Elusive fighter is stronger than Hunter's Mark for rangers
High Stake Fighter is the same as entire subclass feature for Champion fighters
Brash fighter basically gives a free crit on thrown weapon attacks that hit.
Overall, for fighting styles, these all seem too powerful as they are right now.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Yeah, if these were available, nobody would take anything but these. All of them are way too powerful.
Compare these to a +1 AC bonus for Defence, or any great weapon wielder with Brash Fighter compared to a +2 damage for Duellist. Why would anyone take Duellist over Elusive Strike?
Although yes - and I probably made some errors with the writing, do note some specific things:
-Elusive fighter is stronger than Hunter's Mark for rangers/Why would anyone take Duellist over Elusive Strike?
You only get the damage boost on one single attack per turn, whilst Ranger's Hunter's Mark can deal that extra damage multiple times - and Duelist would be more reliant, as it's a base +2 damage per hit - while with a 1d12 at lv17 you could get an average of 7 damage on one hit, Duelist at lv17 has two Extra Attacks already, meaning they'll score +6 damage from Duelist every turn reliably - even more if they make other attacks, OAs, Action Surges, and etc. (not even counting lv20s fourth attack)
-Compare these to a +1 AC bonus for Defence
That +1 affects on any situation, while this would only work on one target per turn, and giving an amount of AC spending your reaction - that only works on who you attacked.
-High Stake Fighter is the same as entire subclass feature for Champion fighters
Yes.
-Brash fighter basically gives a free crit on thrown weapon attacks that hit.
While that's quote-unquote true, thrown weapons range from 1d4 to 1d8 (Yklwa at 10 ft. effective range), and would require you to follow that movement up to the target to follow the attack up - at most, you'd be getting an extra 5 damage on average, while Duelist, with two attacks would deal a reliable +4 damage with two hits. You also can't use Brash Fighter with great weapons, as this only works with Thrown weapons - so unless you happen to be a Wild Magic Barbarian who gets a thrown greataxe by luck, you're not going to get that much mileage out of it.
But I'll go think of ways to make it look better, in the sense of more balanced, in that case.
My Homebrew Spells: Nichuro's Spellcasters Association
Opportunist:
You gain one additional Reaction per turn that can only be used for Attacks of Opportunity
Great Weapon Fighting (Improved):
You gain 1.5X your STR bonus (rounded up) on damage rolls with heavy weapons (minimum 0)
So the STR GWM fighter would be doing about +3 more damage per strike when STR is at full (+ 5 for barbs!)
An extra 1d6 once per turn is still comparable to many Ranger subclass features and therefor too powerful in my opinion.
2d8 damage is more than any other weapon in the game deals. Above that, that is damage being dealt at a range. Ranged weapons max out at 1d10 damage whereas melee usually go as high as 1d12 or 2d6 because it is more advantageous to fight at a range. Also, generally you wont be fighting just one enemy who is far away from you. Being able to deal 2d8 damage to one target, drawing another weapon, and then following up with 1-3 more attacks made against other targets within 5 feet of you makes your damage on a give turn very high.
I could see what you are going for here maybe working for a feat (where you have to sacrifice a whole ASI for the boost), but it is still too powerful for a fighting style
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Does this bonus replace the normal addition of your Str modifier to damage rolls or is it an additional bonus on top of that?
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Good question:
It is a replacement
So say STR 20 with a Mod of +5 for both:
Normal Fighter with Greataxe = 1d12+5
Fighter with Improved GWF= 1d12+8
I mean, that's how it should be, but by it's RAW - it says gain. Not replace, or "You deal additional damage equal to half your Strength bonus (rounded up) on attacks done with heavy weapons."
Currently, as a "gain", it's just a +8 on that scenario, ontop of the normal rolls.
My Homebrew Spells: Nichuro's Spellcasters Association
Well not my intent for the hombrew then....
Overall it's just a boost for STR
One that I've played around with would be this one;
Sleight of Hand. (Fighter/Ranger) You ignore to loading property on ranged weapons that you are proficient with and when you hit with a ranged attack, you gain a +1 bonus to the damage roll.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
Could be a fun way to avoid dependence on the crossbow expert feat. I like it. My only qualm is again with my personal taste in naming things. Sleight of Hand overlaps with the ability skill name and could cause confusion for new players. "Prestidigitation" would be a fun name....if it wasnt already taken by a cantrip and thus also prone to confusion. What about "reloading" or "replenishing" or "quick handed"? Honestly, I dont really love any of those either, but just a couple of ideas
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How about calling it Marksman or Trick Shooter /Trick shot?
I like the idea of calling it Trick Shot....
Trick Shot. (Fighter/Ranger) You ignore to loading property on ranged weapons that you are proficient with and when you hit with a ranged attack, you gain a +1 bonus to the damage roll.
Since then, I've been using the name "Quick Shot" for that fighting style and changed the bonus damage to +2 to match with thrown weapon fighting style.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.