Consider a raging barbarian, whose resistances make that 1/4 more like 1/2, on top of what's probably the highest hp in the party. 5th edition is designed around bonuses being small and hard to come by.
IMO, it’s not overpowered at all it’s realistic because it happens in real life a little thing we like to call “adrenaline” and it’s very possible no matter what other people might think, it’s just adding a little realism into a fantasy game so you go head and you do you. (If somebody says it’s over powered that means they truly don’t know how the game works), that last part is IMO.
IMO, it’s not overpowered at all it’s realistic because it happens in real life a little thing we like to call “adrenaline” and it’s very possible no matter what other people might think
If you're facing down a dragon and your adrenaline isn't already kicking in then it's time to check if your character is undead. 😝 We also already have multiple "adrenaline" like effects in the game, like a Fighter's Action Surge and/or Second Wind, a Barbarian's Rage etc.
As for the original suggestion I'm not sure what it necessarily adds to the game; this seems to massively favour Strength-based characters, who are going to have enough hit-points and other defences that it could be exploited to keep doing it, and take it further. For example, imagine combining this with Great Weapon Master (completely negated the hit penalty, +15 damage per hit), throw it on a Barbarian and they can make those hit-points last for a while, or used Reckless Attack to deal huge damage.
At the very least I'd limit it; for example, when you're below one quarter health you can choose to activate this for one minute, and can't do so again until you complete a long rest? This way it's a once per day kind of deal?
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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IMO, it’s not overpowered at all it’s realistic because it happens in real life a little thing we like to call “adrenaline” and it’s very possible no matter what other people might think
If you're facing down a dragon and your adrenaline isn't already kicking in then it's time to check if your character is undead. 😝 We also already have multiple "adrenaline" like effects in the game, like a Fighter's Action Surge and/or Second Wind, a Barbarian's Rage etc.
As for the original suggestion I'm not sure what it necessarily adds to the game; this seems to massively favour Strength-based characters, who are going to have enough hit-points and other defences that it could be exploited to keep doing it, and take it further. For example, imagine combining this with Great Weapon Master (completely negated the hit penalty, +15 damage per hit), throw it on a Barbarian and they can make those hit-points last for a while, or used Reckless Attack to deal huge damage.
At the very least I'd limit it; for example, when you're below one quarter health you can choose to activate this for one minute, and can't do so again until you complete a long rest? This way it's a once per day kind of deal?
I agree with most people saying this is too exploitable, I could think of a Avenger Barb with Action Surge that would never miss with great weapon master for example. It would not work as intended, and also makes like Action Surge or Barb actions less special. If you create it, I would go one step further and only allow it until the end of your next turn (so one would get two rounds of actions in theory), but then you get an adrenaline dump and your next turn's actions are all at disadvantage.
I don't think that there's much interesting about feats that just give you massive bonuses to attacking - I plan to ban GWM and SS next time I start a campaign, because the -5 is easy to offset and they just deal so much damage that they become default. In the mid and late game, when attack bonuses are up at +11 or more, enemy AC is still rarely higher than 20. This then makes all other melee and ranged attacks feel a bit redundant.
Trying to balance something by making it very strong but rarely triggered/risky often causes problems. Either it's never used and thus a waste of a feat, or it's exploited somehow to be on way more often than intended. Dumping a bunch of temp HP on a raging barbarian, for example.
Aside from the notorious Assassin, 5e has kind of steered away from this kind of "balance." I think it's for the best.
When at 1/4 of your max HP gain a +5 to your strength modifier.
Example: players strength modifier is +2. When at 1/4 max HP the player gains a +7 modifier
Does this seem playable, overpowered or underpowered?
+5 bonus to hit and damage rolls? Crazy powerful, even if it's not pulled out all the time.
Too powerful to play? Even with the low health making you a glass cannon?
Consider a raging barbarian, whose resistances make that 1/4 more like 1/2, on top of what's probably the highest hp in the party. 5th edition is designed around bonuses being small and hard to come by.
IMO, it’s not overpowered at all it’s realistic because it happens in real life a little thing we like to call “adrenaline” and it’s very possible no matter what other people might think, it’s just adding a little realism into a fantasy game so you go head and you do you. (If somebody says it’s over powered that means they truly don’t know how the game works), that last part is IMO.
How should it be adjusted then? Maybe it simply doubles your strength modifier, instead of going straight to a +5
If you're facing down a dragon and your adrenaline isn't already kicking in then it's time to check if your character is undead. 😝
We also already have multiple "adrenaline" like effects in the game, like a Fighter's Action Surge and/or Second Wind, a Barbarian's Rage etc.
As for the original suggestion I'm not sure what it necessarily adds to the game; this seems to massively favour Strength-based characters, who are going to have enough hit-points and other defences that it could be exploited to keep doing it, and take it further. For example, imagine combining this with Great Weapon Master (completely negated the hit penalty, +15 damage per hit), throw it on a Barbarian and they can make those hit-points last for a while, or used Reckless Attack to deal huge damage.
At the very least I'd limit it; for example, when you're below one quarter health you can choose to activate this for one minute, and can't do so again until you complete a long rest? This way it's a once per day kind of deal?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I agree with most people saying this is too exploitable, I could think of a Avenger Barb with Action Surge that would never miss with great weapon master for example. It would not work as intended, and also makes like Action Surge or Barb actions less special. If you create it, I would go one step further and only allow it until the end of your next turn (so one would get two rounds of actions in theory), but then you get an adrenaline dump and your next turn's actions are all at disadvantage.
I don't think that there's much interesting about feats that just give you massive bonuses to attacking - I plan to ban GWM and SS next time I start a campaign, because the -5 is easy to offset and they just deal so much damage that they become default. In the mid and late game, when attack bonuses are up at +11 or more, enemy AC is still rarely higher than 20. This then makes all other melee and ranged attacks feel a bit redundant.
Trying to balance something by making it very strong but rarely triggered/risky often causes problems. Either it's never used and thus a waste of a feat, or it's exploited somehow to be on way more often than intended. Dumping a bunch of temp HP on a raging barbarian, for example.
Aside from the notorious Assassin, 5e has kind of steered away from this kind of "balance." I think it's for the best.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm