I've been wanting to create a homebrew race that's focused on high damage output and nothing else and have looked to the Goblins for inspiration. They have the ability Fury of the Small which, once per short rest, allows you to add your character's level to damage once per short rest. However, I'd like something a little with a little more punch. Here it is:
Creed of Challenge
A monumental cornerstone of Rantor civilization is the prevalence of the Challenge, and the glory bound to it's issuance. Once per long rest a Rantor may issue a challenge to a single creature they so choose, and any time the issuer of the challenge deals damage to that target, they roll an additional 1d4. During this period, the user must either spend their action attempting to damage the target of the challenge or moving towards the target of the challenge. This lasts until either the issuer or the target falls unconscious, or after one hour.
The idea here is that it provides a great boost to damage per round. However it pretty much locks in your actions for the entirety of the battle. If your whole party is downed by a fireball (in the early game, lets say) then you can't go and pick up your healer or make a dash for the exit. You are committed to the duel until you or your target dies. What do you think - is this a fair trade off? Should I allow the damage to scale a little bit? Let me know what you think.
There are a lot of other ways to deal more damage with less drawback, such as some level 1 spells (hex, hunter's mark) or some level 1 class features (hexblade curse).
To address you feat specifically. I say drop the "must" and just make it so if you don't spend your action attacking or dashing toward your target, the effect ends early. Also reduce duration from an hour to 1 minute or 10 minutes tops.
There are a lot of other ways to deal more damage with less drawback, such as some level 1 spells (hex, hunter's mark) or some level 1 class features (hexblade curse).
To address you feat specifically. I say drop the "must" and just make it so if you don't spend your action attacking or dashing toward your target, the effect ends early. Also reduce duration from an hour to 1 minute or 10 minutes tops.
After a little bit of thought, I like this idea. The Challenge shouldn't be stronger than a Barbarian's Rage (which doesn't even put the player into a Berserk in the sense that it allows the player to dip in/out of Rage to take other actions. However, it does make the idea of the Challenge "free", wherein the user can end it if things go south. The damage is then added and ended whenever necessary and would make it incomparably stronger to other racial feats. It also contradicts the element of the race: a Challenge is not something which can be so easily redacted. I do agree that after some thought the 1 hour length is perhaps too long. 1 minute (length of a Rage) might be more appropriate.
I've been wanting to create a homebrew race that's focused on high damage output and nothing else and have looked to the Goblins for inspiration. They have the ability Fury of the Small which, once per short rest, allows you to add your character's level to damage once per short rest. However, I'd like something a little with a little more punch. Here it is:
Creed of Challenge
A monumental cornerstone of Rantor civilization is the prevalence of the Challenge, and the glory bound to it's issuance. Once per long rest a Rantor may issue a challenge to a single creature they so choose, and any time the issuer of the challenge deals damage to that target, they roll an additional 1d4. During this period, the user must either spend their action attempting to damage the target of the challenge or moving towards the target of the challenge. This lasts until either the issuer or the target falls unconscious, or after one hour.
The idea here is that it provides a great boost to damage per round. However it pretty much locks in your actions for the entirety of the battle. If your whole party is downed by a fireball (in the early game, lets say) then you can't go and pick up your healer or make a dash for the exit. You are committed to the duel until you or your target dies. What do you think - is this a fair trade off? Should I allow the damage to scale a little bit? Let me know what you think.
There are a lot of other ways to deal more damage with less drawback, such as some level 1 spells (hex, hunter's mark) or some level 1 class features (hexblade curse).
To address you feat specifically. I say drop the "must" and just make it so if you don't spend your action attacking or dashing toward your target, the effect ends early. Also reduce duration from an hour to 1 minute or 10 minutes tops.
After a little bit of thought, I like this idea. The Challenge shouldn't be stronger than a Barbarian's Rage (which doesn't even put the player into a Berserk in the sense that it allows the player to dip in/out of Rage to take other actions. However, it does make the idea of the Challenge "free", wherein the user can end it if things go south. The damage is then added and ended whenever necessary and would make it incomparably stronger to other racial feats. It also contradicts the element of the race: a Challenge is not something which can be so easily redacted. I do agree that after some thought the 1 hour length is perhaps too long. 1 minute (length of a Rage) might be more appropriate.
I'm still open to other suggestions.