There are some fighters who spend years honing their craft, learning advanced techniques in both ranged and melee combat. And then there's you, with your pockets full of sand and all the upper body strength of a newborn. What the alternative combatant lacks in brawn it makes up for through the sheer annoyance and distraction they impart on their foes.
Underhanded Attack
Starting at 3rd level, you become keenly aware of when your foes are vulnerable, hitting them where it hurts the most, and more importantly, when. When a creature within five feet of you rolls a critical failure on a melee weapon attack, you may, as a reaction, make a melee weapon attack against them. Additionally, you may add your proficiency bonus to opportunity attack rolls.
The Bigger They Are...
Starting at 7th level, you are able to shove foes much larger than you, turning their size into a weakness. You may enter a hostile creatures space and stop there, given that they are at least one size larger than you. When you do this, that creature must succeed on a Dexterity saving throw or be knocked prone into an unoccupied space within 5 feet and have disadvantage on all dexterity checks and saving throws until the end of their next turn. On a success, they are not knocked prone but still have the disadvantage. The DC of the saving throw is 10 + your strength modifier + 2 for every unit of size larger than you they are. For example, if you are medium with a strength mod. of +2 and you use this against a huge creature, the DC is 10 + 2 + 4 = 16. A creature shoved in this way cannot be shoved until the end of that creatures next turn. You may use this feature a number of times equal to 1 + your strength modifier per short or long rest.
Keen Combat
Starting at 10th level, your mind becomes practically hard wired to see through your enemies defenses. When a hostile creature within 30 feet that you can see performs an action, you may, as a reaction, analyze their movements, gaining insight into that creature. You may learn one of the following pieces of information about that creature. Once you use this feature in combat, you can't use it again on the same creature until the end of the combat encounter. You may also use this feature as an action while outside of combat with a range of sight instead.
- You learn the creatures type
- You learn a damage vulnerability, resistance, or immunity of that creature (your choice)
- You learn the lowest modifier of that creature.
- You learn roughly how many hit points the creature has (rounded to the nearest 10.)
- You learn whether or not that creature has a sense, such as dark vision, but not how much.
Additionally, when you may add your proficiency bonus to checks made to identify the cause of death in creatures.
Weapon Mastery
Starting at 10th level, you become intimately aware of the weapons you use, down to their most intricate and subtle features. You gain a +5 to your AC against weapon attacks from weapons that you are proficient in, and ignore AC bonuses from non-magical armor that you are proficient in.
Unconventional Means
At 18th level, you have achieved true mastery over your weapons.
- The amount of expended ammunition you are able to collect after a battle goes from 50% to 75%, rounded up.
- When you make a critical hit with a finesse weapon, you use both your dexterity and strength modifiers to decide damage
- If you are small, you no longer have a disadvantage on attack rolls made with heavy weapons. Additionally, when you roll a critical hit with a heavy weapon, the creature is stunned until the end of their next turn.
- Light weapons gain the thrown property when you wield them.
- When using ranged weapons, you do not gain disadvantage due to using it within melee range. Rather, you gain a -3 to the hit.
- You are able to wield two handed weapons with one hand, at the cost of disadvantage on the roll.
- Your weapons are considered to be silvered as they pertain to damage resistances and immunities.
There are some fighters who spend years honing their craft, learning advanced techniques in both ranged and melee combat. And then there's you, with your pockets full of sand and all the upper body strength of a newborn. What the alternative combatant lacks in brawn it makes up for through the sheer annoyance and distraction they impart on their foes.
Underhanded Attack
Starting at 3rd level, you become keenly aware of when your foes are vulnerable, hitting them where it hurts the most, and more importantly, when. When a creature within five feet of you rolls a critical failure on a melee weapon attack, you may, as a reaction, make a melee weapon attack against them. Additionally, you may add your proficiency bonus to opportunity attack rolls.
You're already most likely adding your proficiency bonus to opportunity attack rolls, and you can't add your proficiency bonus to something twice (unless it's explicitly stated that you can, like in Expertise), so that part of the feature is mostly pointless. It might make more sense to add your proficiency bonus to damage rolls instead.
The Bigger They Are...
Starting at 7th level, you are able to shove foes much larger than you, turning their size into a weakness. You may enter a hostile creatures space and stop there, given that they are at least one size larger than you. When you do this, that creature must succeed on a Dexterity saving throw or be knocked prone into an unoccupied space within 5 feet and have disadvantage on all dexterity checks and saving throws until the end of their next turn. On a success, they are not knocked prone but still have the disadvantage. The DC of the saving throw is 10 + your strength modifier + 2 for every unit of size larger than you they are. For example, if you are medium with a strength mod. of +2 and you use this against a huge creature, the DC is 10 + 2 + 4 = 16. A creature shoved in this way cannot be shoved until the end of that creatures next turn. You may use this feature a number of times equal to 1 + your strength modifier per short or long rest.
I recommend making the saving throw 8 + proficiency bonus + Strength modifier + 2 for every unit of size larger than you they are, just to keep it more consistent with other saving throw calculations.
Weapon Mastery
Starting at 10th level, you become intimately aware of the weapons you use, down to their most intricate and subtle features. You gain a +5 to your AC against weapon attacks from weapons that you are proficient in, and ignore AC bonuses from non-magical armor that you are proficient in.
Fighters are proficient in all weapons and all armor, so this is shockingly powerful. Also, it's not clear how you would ignore AC bonuses from certain armors. It'd be easy for light armor, but what if somebody with +3 Dexterity is wearing medium armor? Are they still restricted by the +2 limit that medium armor places on AC bonus from Dexterity? What about heavy armor, would you calculate with 10 + Dexterity or would it just be 10 because you can't add Dexterity to your AC while in heavy armor? Also, does this extend to shields?
Unconventional Means
At 18th level, you have achieved true mastery over your weapons.
- The amount of expended ammunition you are able to collect after a battle goes from 50% to 75%, rounded up.
- When you make a critical hit with a finesse weapon, you use both your dexterity and strength modifiers to decide damage
What if either your Dexterity or Strength is negative? Then this would be an actively harmful feature, since it means you would have to include a negative modifier in your damage calculation.
- If you are small, you no longer have a disadvantage on attack rolls made with heavy weapons. Additionally, when you roll a critical hit with a heavy weapon, the creature is stunned until the end of their next turn.
- Light weapons gain the thrown property when you wield them.
- When using ranged weapons, you do not gain disadvantage due to using it within melee range. Rather, you gain a -3 to the hit.
- You are able to wield two handed weapons with one hand, at the cost of disadvantage on the roll.
- Your weapons are considered to be silvered as they pertain to damage resistances and immunities.
Weapons counting as silvered when they aren't is pretty nonsensical, and completely useless at 18th level, because if you don't have a magic weapon by then, something is very wrong. There aren't any cases where a silvered weapon can do something that a magical weapon can't.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
What if either your Dexterity or Strength is negative? Then this would be an actively harmful feature, since it means you would have to include a negative modifier in your damage calculation.
If you are a fighter and your strength is negative, it's your own dang fault. However, I agree it should be an optional thing that you can do
Make Homebrew Better Please
There are some fighters who spend years honing their craft, learning advanced techniques in both ranged and melee combat. And then there's you, with your pockets full of sand and all the upper body strength of a newborn. What the alternative combatant lacks in brawn it makes up for through the sheer annoyance and distraction they impart on their foes.
Underhanded Attack
Starting at 3rd level, you become keenly aware of when your foes are vulnerable, hitting them where it hurts the most, and more importantly, when. When a creature within five feet of you rolls a critical failure on a melee weapon attack, you may, as a reaction, make a melee weapon attack against them. Additionally, you may add your proficiency bonus to opportunity attack rolls.
The Bigger They Are...
Starting at 7th level, you are able to shove foes much larger than you, turning their size into a weakness. You may enter a hostile creatures space and stop there, given that they are at least one size larger than you. When you do this, that creature must succeed on a Dexterity saving throw or be knocked prone into an unoccupied space within 5 feet and have disadvantage on all dexterity checks and saving throws until the end of their next turn. On a success, they are not knocked prone but still have the disadvantage. The DC of the saving throw is 10 + your strength modifier + 2 for every unit of size larger than you they are. For example, if you are medium with a strength mod. of +2 and you use this against a huge creature, the DC is 10 + 2 + 4 = 16. A creature shoved in this way cannot be shoved until the end of that creatures next turn. You may use this feature a number of times equal to 1 + your strength modifier per short or long rest.
Keen Combat
Starting at 10th level, your mind becomes practically hard wired to see through your enemies defenses. When a hostile creature within 30 feet that you can see performs an action, you may, as a reaction, analyze their movements, gaining insight into that creature. You may learn one of the following pieces of information about that creature. Once you use this feature in combat, you can't use it again on the same creature until the end of the combat encounter. You may also use this feature as an action while outside of combat with a range of sight instead.
- You learn the creatures type
- You learn a damage vulnerability, resistance, or immunity of that creature (your choice)
- You learn the lowest modifier of that creature.
- You learn roughly how many hit points the creature has (rounded to the nearest 10.)
- You learn whether or not that creature has a sense, such as dark vision, but not how much.
Additionally, when you may add your proficiency bonus to checks made to identify the cause of death in creatures.
Weapon Mastery
Starting at 10th level, you become intimately aware of the weapons you use, down to their most intricate and subtle features. You gain a +5 to your AC against weapon attacks from weapons that you are proficient in, and ignore AC bonuses from non-magical armor that you are proficient in.
Unconventional Means
At 18th level, you have achieved true mastery over your weapons.
- The amount of expended ammunition you are able to collect after a battle goes from 50% to 75%, rounded up.
- When you make a critical hit with a finesse weapon, you use both your dexterity and strength modifiers to decide damage
- If you are small, you no longer have a disadvantage on attack rolls made with heavy weapons. Additionally, when you roll a critical hit with a heavy weapon, the creature is stunned until the end of their next turn.
- Light weapons gain the thrown property when you wield them.
- When using ranged weapons, you do not gain disadvantage due to using it within melee range. Rather, you gain a -3 to the hit.
- You are able to wield two handed weapons with one hand, at the cost of disadvantage on the roll.
- Your weapons are considered to be silvered as they pertain to damage resistances and immunities.
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
You're already most likely adding your proficiency bonus to opportunity attack rolls, and you can't add your proficiency bonus to something twice (unless it's explicitly stated that you can, like in Expertise), so that part of the feature is mostly pointless. It might make more sense to add your proficiency bonus to damage rolls instead.
I recommend making the saving throw 8 + proficiency bonus + Strength modifier + 2 for every unit of size larger than you they are, just to keep it more consistent with other saving throw calculations.
Fighters are proficient in all weapons and all armor, so this is shockingly powerful. Also, it's not clear how you would ignore AC bonuses from certain armors. It'd be easy for light armor, but what if somebody with +3 Dexterity is wearing medium armor? Are they still restricted by the +2 limit that medium armor places on AC bonus from Dexterity? What about heavy armor, would you calculate with 10 + Dexterity or would it just be 10 because you can't add Dexterity to your AC while in heavy armor? Also, does this extend to shields?
What if either your Dexterity or Strength is negative? Then this would be an actively harmful feature, since it means you would have to include a negative modifier in your damage calculation.
Weapons counting as silvered when they aren't is pretty nonsensical, and completely useless at 18th level, because if you don't have a magic weapon by then, something is very wrong. There aren't any cases where a silvered weapon can do something that a magical weapon can't.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
If you are a fighter and your strength is negative, it's your own dang fault. However, I agree it should be an optional thing that you can do
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs