Do you favor the Sword and board, or dual wielding aesthetic?
Well now you can follow your heart while playing along side all those Great Weapon Masters and Sharp shooters!
I present to you "Barrage of Blows", a style feat that comes with it's own playing style. It challenges you to sustain hits to build a high damage bonus...
Thank you for the feedback, hopefully my example will illustrait that it is roughly in power with existing feats for power
Archer, Sharp Shooter, Sneak, hitting 3 times
1 1d8 + 3 +1d6+ 10 = 4.5 +3 +3.5 +10 (21)
2 1d8 + 3 + 1d6+ 10 = 4.5 +3 +3.5 +10 (21)
3 1 d 8 + 3 + 1d6 +10 = 4.5 +3 +3.5 +10 (21)
63 damage over 3 attacks = 21 per attack (averaged)
Now with Barrage of Blows (Where does the second +3 come from in your example, I am not sure on that one [edit: I think I found it, I will clarify "+1 bonus to your NEXT attack" to be roll to attack roll, not was not supposed to be damage] ).
1d8 + 3 + 1d6 + 1d6 = 4.5 +3 +(3.5*2) = 14.5
1d8+ 3 + 1d6 + 2d6 = 4.5 +3 +(3.5*3) = 18
1d8 +3 +1d6 + 3d6 = 4.5 + 3 +(3.5*4) = 21.5
over 3 attacks = average 18, resets will reduce this. sustaining it will keep it nearer the damage of GWM (not allowing for GWM bonus attack).
Neither SS or GWM require the player to track anything across rounds. They also impose a rather large penalty (-5) on the attack roll. Your feat gives bonus damage for free.
There is also the hidden benefit of using a one-handed weapon will give you the option to use a shield.
I think the damage bonus needs turned down or there needs to be a penalty on the attack roll.
I agree, this lacks the "cost" associated with GWM and SS. It's pretty much a 100% bonus that has a slight chance of giving less of a bonus on successive rounds, and even then the feat itself decreases the odds of that loss of bonus each round.
I do like the idea of a feat that gives progressive bonuses each round, but the benefits to this are just too high. I think it would be good to give a smaller minus to hit than GWM, but have the potential to deal more damage over time. Like... I think instead of a -5 to Hit, it would be a -3 to Hit, but have the same build-up of d6 damage you already have. There's more of a risk-reward this way, and if the player manages to keep up the combo they get a big potential bonus to damage that exceeds the potential of GWM and SS, but isn't just a 100% bonus with no real downside.
The goal I had was to make it useful early and late game, adding the attack bonus was from feedback along those lines.
Perhaps the way to allow that flexibility without becoming too strong is to allow the player to pick, before rolling, either the bonus to hit or damage if they hit, but not both.
Also I'm thi King I need to push the bonus damage back so it applies to the next hit so there is no bonus on the first hit as it isn't a streak yet.
The damage would average lower than GWM and SS but that's OK because the cost is a bit more abstract than a direct attack bonus loss.
SS comes with a pretty good attack bonus from cover and range interactions.
GWM comes with that shiny bonus action function
BOB I feel could have the hit or damage as its feature choice
I actually quite like the idea of letting the player choose between the To-Hit Bonus or Damage Bonus... I could see that adding up well with a player opting for the To-Hit bonus for two attacks in order to build a big slam attack with their third hit. But if a player doesn't want to risk losing the entire bonus at the end they might instead opt for a damage bonus early on. It would work well when fighting groups of weaker enemies... maybe a player would run through a group of weaker enemies building a combo, then unleash a powerful finisher on the strongest enemy.
It's still probably a bit unbalanced, but in general I think that's a good direction to take this feat in.
https://www.dndbeyond.com/feats/187073-barrage-of-blowsI think the extra damage makes it to overpowered. Imagine thins, level 1 variant human rogue (16 dex), Hiting someone with a rapier:
1d8+3+1d6+3d6+3
24.5 damage on an average attack at level 1!
D&D is a game for nerds... so I guess I'm one :p
Thank you for the feedback, hopefully my example will illustrait that it is roughly in power with existing feats for power
Archer, Sharp Shooter, Sneak, hitting 3 times
1 1d8 + 3 +1d6+ 10 = 4.5 +3 +3.5 +10 (21)
2 1d8 + 3 + 1d6+ 10 = 4.5 +3 +3.5 +10 (21)
3 1 d 8 + 3 + 1d6 +10 = 4.5 +3 +3.5 +10 (21)
63 damage over 3 attacks = 21 per attack (averaged)
Now with Barrage of Blows (Where does the second +3 come from in your example, I am not sure on that one [edit: I think I found it, I will clarify "+1 bonus to your NEXT attack" to be roll to attack roll, not was not supposed to be damage] ).
1d8 + 3 + 1d6 + 1d6 = 4.5 +3 +(3.5*2) = 14.5
1d8+ 3 + 1d6 + 2d6 = 4.5 +3 +(3.5*3) = 18
1d8 +3 +1d6 + 3d6 = 4.5 + 3 +(3.5*4) = 21.5
over 3 attacks = average 18, resets will reduce this. sustaining it will keep it nearer the damage of GWM (not allowing for GWM bonus attack).
Neither SS or GWM require the player to track anything across rounds. They also impose a rather large penalty (-5) on the attack roll. Your feat gives bonus damage for free.
There is also the hidden benefit of using a one-handed weapon will give you the option to use a shield.
I think the damage bonus needs turned down or there needs to be a penalty on the attack roll.
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I agree, this lacks the "cost" associated with GWM and SS. It's pretty much a 100% bonus that has a slight chance of giving less of a bonus on successive rounds, and even then the feat itself decreases the odds of that loss of bonus each round.
I do like the idea of a feat that gives progressive bonuses each round, but the benefits to this are just too high. I think it would be good to give a smaller minus to hit than GWM, but have the potential to deal more damage over time. Like... I think instead of a -5 to Hit, it would be a -3 to Hit, but have the same build-up of d6 damage you already have. There's more of a risk-reward this way, and if the player manages to keep up the combo they get a big potential bonus to damage that exceeds the potential of GWM and SS, but isn't just a 100% bonus with no real downside.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
The goal I had was to make it useful early and late game, adding the attack bonus was from feedback along those lines.
Perhaps the way to allow that flexibility without becoming too strong is to allow the player to pick, before rolling, either the bonus to hit or damage if they hit, but not both.
Also I'm thi King I need to push the bonus damage back so it applies to the next hit so there is no bonus on the first hit as it isn't a streak yet.
The damage would average lower than GWM and SS but that's OK because the cost is a bit more abstract than a direct attack bonus loss.
SS comes with a pretty good attack bonus from cover and range interactions.
GWM comes with that shiny bonus action function
BOB I feel could have the hit or damage as its feature choice
I actually quite like the idea of letting the player choose between the To-Hit Bonus or Damage Bonus... I could see that adding up well with a player opting for the To-Hit bonus for two attacks in order to build a big slam attack with their third hit. But if a player doesn't want to risk losing the entire bonus at the end they might instead opt for a damage bonus early on. It would work well when fighting groups of weaker enemies... maybe a player would run through a group of weaker enemies building a combo, then unleash a powerful finisher on the strongest enemy.
It's still probably a bit unbalanced, but in general I think that's a good direction to take this feat in.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
https://www.dndbeyond.com/feats/187467-barrage-of-blows
latest version taking on board feedback, retaining the intended style.