Shocking Strike - when you hit with a weapon attack, you may choose to spend a superiority die to initiate this effect and add the die to the damage of the attack. In addition, the target must make a CON save or be unable to take reactions until the beginning of their next turn.
So my worry would be that this is a close duplicate of shocking grasp and could be seen as stepping on or overshadowing that cantrip
Otherwise,I think it may be underpowere comparatively as it uses a limited resource vs a cantrip. Design-wise maneuvers seem to fall more in line with a first level spell. Not sure if being ranged and an attack instead of an action balances with unlimited use and adv on metal armor. Considering removing the CON save but that seems to be a design intent when affecting an opponent like this.
It's fine. As you said, it uses a limited resource, while the cantrip has unlimited use. It's a nice alternative to Shocking Grasp for denying spellcasters their Shield or Counterspells.
Keep the saving throw. Inflicting conditions or side effects on enemies almost always requires a successful roll; the initial hit doesn't count since you don't have to commit to using the maneuver until after the hit happens. It's also how the other maneuvers work, and you're still getting the extra damage even if the enemy succeeds on the save.
I'd probably change the name to something like "Jarring Strike" so it doesn't sound so much like Shocking Grasp or give the impression it deals lightning damage.
So, from the title you may guess but...
Shocking Strike - when you hit with a weapon attack, you may choose to spend a superiority die to initiate this effect and add the die to the damage of the attack. In addition, the target must make a CON save or be unable to take reactions until the beginning of their next turn.
So my worry would be that this is a close duplicate of shocking grasp and could be seen as stepping on or overshadowing that cantrip
Otherwise,I think it may be underpowere comparatively as it uses a limited resource vs a cantrip. Design-wise maneuvers seem to fall more in line with a first level spell. Not sure if being ranged and an attack instead of an action balances with unlimited use and adv on metal armor. Considering removing the CON save but that seems to be a design intent when affecting an opponent like this.
Any thoughts?
It's fine. As you said, it uses a limited resource, while the cantrip has unlimited use. It's a nice alternative to Shocking Grasp for denying spellcasters their Shield or Counterspells.
Keep the saving throw. Inflicting conditions or side effects on enemies almost always requires a successful roll; the initial hit doesn't count since you don't have to commit to using the maneuver until after the hit happens. It's also how the other maneuvers work, and you're still getting the extra damage even if the enemy succeeds on the save.
I'd probably change the name to something like "Jarring Strike" so it doesn't sound so much like Shocking Grasp or give the impression it deals lightning damage.
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Thanks was actually trying to think of another name for it.
You could also call it the "Nerve Strike" or "Funny Bone Strike." Otherwise, it's pretty cool and seems fair.
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After looking at the official maneuvers, I don't think it should require a save.
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