What do folks think of the new Tactical Combatant feat (D&D Beyond Drops, July)?
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Buffering Strike. When you hit a creature with a weapon, you can gain Temporary Hit Points equal to the total number rolled on the weapon’s damage dice. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.
Honed Instincts. When you fail an ability check, you can roll 1d6 and add the number rolled to the ability check, potentially turning it into a success. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.
Seems like an overall solid choice for many martials, flexible and shoring up some weaknesses. No real cost to action economy, resets quickly.
Basing the Temp HP gained on the roll of a weapon’s damage die is a little strange to me, and I’m not sure what the design intent is. Are the THP representing morale from a particularly decisive hit? What’s the logic for the size of your weapon influencing that and is it meant to be a hard tactical choice whether to gain a small number of THP early in combat or wait for a high roll or a critical hit? I think I’d prefer level-based scaling of THP gained using a fixed number or a separate die roll.
Otherwise I think it’s a great feat. Many characters don’t have easy access to THP, but could use a boost to their survivability while conserving healing resources. The bonus on ability checks is extremely broad in applicability, but particularly shines at helping combat-focused characters contribute more in non-combat situations.
The temporary hit points could be fairly good if paired with a magic weapon like a Vicious Greatsword. 4d6 temporary hit points once per combat is pretty decent.
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What do folks think of the new Tactical Combatant feat (D&D Beyond Drops, July)?
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Buffering Strike. When you hit a creature with a weapon, you can gain Temporary Hit Points equal to the total number rolled on the weapon’s damage dice. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.
Honed Instincts. When you fail an ability check, you can roll 1d6 and add the number rolled to the ability check, potentially turning it into a success. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.
Seems like an overall solid choice for many martials, flexible and shoring up some weaknesses. No real cost to action economy, resets quickly.
Basing the Temp HP gained on the roll of a weapon’s damage die is a little strange to me, and I’m not sure what the design intent is. Are the THP representing morale from a particularly decisive hit? What’s the logic for the size of your weapon influencing that and is it meant to be a hard tactical choice whether to gain a small number of THP early in combat or wait for a high roll or a critical hit? I think I’d prefer level-based scaling of THP gained using a fixed number or a separate die roll.
Otherwise I think it’s a great feat. Many characters don’t have easy access to THP, but could use a boost to their survivability while conserving healing resources. The bonus on ability checks is extremely broad in applicability, but particularly shines at helping combat-focused characters contribute more in non-combat situations.
The temporary hit points could be fairly good if paired with a magic weapon like a Vicious Greatsword. 4d6 temporary hit points once per combat is pretty decent.