Thought of an idea for a reaction/bonus action while setting up for my first one shot. My idea was a form of roll system to help with not dying. My idea is currently along the lines of:
Requires at least half of your movement, declared at the end of turn and applies to the next weapon attack against you. When made allows you to move to an open adjacent space within 5ft. If you are 2 sizes smaller than a creature you may move through their space.
Acrobatic/Athletics Check where the DC is 10+ ½ your AC granted by armor. Each consecutive use increases the DC by 4.
If you have any recommendations or ideas, please feel free to post them. This will be my first time DM'ing, so I want to make sure not to make something too good or too bad.
Yes. The reason it is weaker is due to the fact that it is available to everyone. I wanted to try a system similar to Dark Souls, where instead of escaping an entire damage radius your usual aim is to try to avoid that one attack, and hope that you don't get clipped, for you will take extra damage. I also wanted it to be more beneficial for lower armored characters, while still being rewarding for heavily armored characters who manage to succeed in their roll. It's there to be an extra option, something to potentially save them from potential death, but not be easily abused, and not guaranteed.
where instead of escaping an entire damage radius your usual aim is to try to avoid that one attack
Isn't that the point of AC?
I'd just consider a reaction when enemy misses an attack against you then you can use reaction to move 10 feet without provoking attack of opportunity. I'd consider it a feat that can be taken rather than everyone just having it automatically. Any "extra" defenses you add can create balance problems and may have synergy problems with some classes. There should be something to balance that, like the cost of an ASI.
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The problem with the reaction is: enemy creature moves within 5 feet, use reaction to move 5 feet away, enemy gets AoO, enemy moves 5 feet toward you if it has any movement left.
This reaction is only slightly useful if the enemy uses all of its movement to get next to you. If it has even 5 feet of movement left, you have only succeeded in using your reaction to give the enemy an extra chance to hit you. Using the ready action to move away would have been better (but would have used your full action).
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Thought of an idea for a reaction/bonus action while setting up for my first one shot. My idea was a form of roll system to help with not dying. My idea is currently along the lines of:
Requires at least half of your movement, declared at the end of turn and applies to the next weapon attack against you. When made allows you to move to an open adjacent space within 5ft. If you are 2 sizes smaller than a creature you may move through their space.
Acrobatic/Athletics Check where the DC is 10+ ½ your AC granted by armor. Each consecutive use increases the DC by 4.
If you have any recommendations or ideas, please feel free to post them. This will be my first time DM'ing, so I want to make sure not to make something too good or too bad.
So a weaker version of the scout rogue's skirmisher ability because it grants AoO, requires a skill check, is less distance, and uses bonus action?
Yes. The reason it is weaker is due to the fact that it is available to everyone. I wanted to try a system similar to Dark Souls, where instead of escaping an entire damage radius your usual aim is to try to avoid that one attack, and hope that you don't get clipped, for you will take extra damage. I also wanted it to be more beneficial for lower armored characters, while still being rewarding for heavily armored characters who manage to succeed in their roll. It's there to be an extra option, something to potentially save them from potential death, but not be easily abused, and not guaranteed.
Isn't that the point of AC?
I'd just consider a reaction when enemy misses an attack against you then you can use reaction to move 10 feet without provoking attack of opportunity. I'd consider it a feat that can be taken rather than everyone just having it automatically. Any "extra" defenses you add can create balance problems and may have synergy problems with some classes. There should be something to balance that, like the cost of an ASI.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
The problem with the reaction is: enemy creature moves within 5 feet, use reaction to move 5 feet away, enemy gets AoO, enemy moves 5 feet toward you if it has any movement left.
This reaction is only slightly useful if the enemy uses all of its movement to get next to you. If it has even 5 feet of movement left, you have only succeeded in using your reaction to give the enemy an extra chance to hit you. Using the ready action to move away would have been better (but would have used your full action).