I view this as a more useful version of the help action essentially. The help action uses a whole action and really can hurt you in the action economy because basically anything you could do is better. Most players don't use there reactions every round at all. They are used basically for opportunity attacks, and some spells. This also rewards a group that actually sticks together because they all require the target to be right next to them. The easiest way to increase teamwork in any game is to actually have mechanics that reward the cooperation. Create mechanics that allow the players to help each other and, mostly, they will. I do this by making none of the reactions work on the player, they only work on other players. Each class gets there own reaction. Monks and Fighters get extra opportunity attacks, Barbarians lets one player take damage for another player, the rest add or subtract a d4 from some roll. I think because this only works on players within 5 ft, were mainly talking about a d4 which is not much, the player can't do it every round because it requires a trigger and it costs a reaction (so it can only be used once per round) it all should work out pretty balanced, different, but balanced.
On important note is that the player using their reaction is always the one rolling. If your adding a d4 then the player using the reaction rolls the d4 then tells the other player what they can add. This is important because it does help keep all the players engaged. You can't just do your turn then check out of the game because someone might need you to use your reaction to help them.
What do you think?
Class
Reaction
Fighter
Gets an opportunity attack when a creature within 5 ft of them is dealt damage by a melee attack.
Rouge
Give a creature within 5 ft a extra d4 on skill checks.
Paladin
Allows a creature within 5 ft to add a d4 to melee damage attacks.
Monk
Gets a opportunity attack when someone within 5 ft of them hit's a enemy with a melee attack.
Ranger
Give a creature within 5 ft a extra d4 on a ranged attack roll.
Cleric
Allows a creature within 5 ft to subtract a d4 to damage taken.
Druid
Allows a creature within 5 ft to add a d4 to ranged damage attacks.
Barbarian
Takes the damage for a creature within 5 ft of them.
Sorcerer
Give a creature within 5 ft a extra d4 on a saving throw against magical attacks.
Wizard
Give a creature within 5 ft a extra d4 any magic damage
Bard
Give a creature within 5 ft a extra d4 on a saving throw against non magical attacks.
I think it is an interesting concept for keeping players engaged, but unfortunately, I am not a fan of these as written. Reactions are not things that are supposed to happen every round. Its okay if your turn is just Attack with no movement or bonus or reaction.
The fighter and monk abilities are like mini Sentinel feats (the best part of it), any of the +d4 start stepping on Bardic Inspiration, and the Barbarian ability is the Paladin (Oath of Redemption)'s 7th level aura.
First of they won't happen every round. They have triggers and are positional. It's not a guarantee. No one might get attacked within five feet of you, or someone might not hit a enemy around you.
Bardic inspiration starts at a d6, it is much more versatile (can be used for anything) and scales with level. This does none of that it's very situational, and always a d4. Inspiration is way better than anything I have as a reaction. Oath of Redemption is 10 ft so it's better in that, I could add a DC 12 dexterity check which would make it less likely. Plus I don't think that's in a core role book. I think it's unearthed arcana. I consider it validation of the idea.
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Class Reactions
I view this as a more useful version of the help action essentially. The help action uses a whole action and really can hurt you in the action economy because basically anything you could do is better. Most players don't use there reactions every round at all. They are used basically for opportunity attacks, and some spells. This also rewards a group that actually sticks together because they all require the target to be right next to them. The easiest way to increase teamwork in any game is to actually have mechanics that reward the cooperation. Create mechanics that allow the players to help each other and, mostly, they will. I do this by making none of the reactions work on the player, they only work on other players. Each class gets there own reaction. Monks and Fighters get extra opportunity attacks, Barbarians lets one player take damage for another player, the rest add or subtract a d4 from some roll. I think because this only works on players within 5 ft, were mainly talking about a d4 which is not much, the player can't do it every round because it requires a trigger and it costs a reaction (so it can only be used once per round) it all should work out pretty balanced, different, but balanced.
On important note is that the player using their reaction is always the one rolling. If your adding a d4 then the player using the reaction rolls the d4 then tells the other player what they can add. This is important because it does help keep all the players engaged. You can't just do your turn then check out of the game because someone might need you to use your reaction to help them.
What do you think?
Class
Reaction
Fighter
Gets an opportunity attack when a creature within 5 ft of them is dealt damage by a melee attack.
Rouge
Give a creature within 5 ft a extra d4 on skill checks.
Paladin
Allows a creature within 5 ft to add a d4 to melee damage attacks.
Monk
Gets a opportunity attack when someone within 5 ft of them hit's a enemy with a melee attack.
Ranger
Give a creature within 5 ft a extra d4 on a ranged attack roll.
Cleric
Allows a creature within 5 ft to subtract a d4 to damage taken.
Druid
Allows a creature within 5 ft to add a d4 to ranged damage attacks.
Barbarian
Takes the damage for a creature within 5 ft of them.
Sorcerer
Give a creature within 5 ft a extra d4 on a saving throw against magical attacks.
Wizard
Give a creature within 5 ft a extra d4 any magic damage
Bard
Give a creature within 5 ft a extra d4 on a saving throw against non magical attacks.
I think it is an interesting concept for keeping players engaged, but unfortunately, I am not a fan of these as written. Reactions are not things that are supposed to happen every round. Its okay if your turn is just Attack with no movement or bonus or reaction.
The fighter and monk abilities are like mini Sentinel feats (the best part of it), any of the +d4 start stepping on Bardic Inspiration, and the Barbarian ability is the Paladin (Oath of Redemption)'s 7th level aura.
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First of they won't happen every round. They have triggers and are positional. It's not a guarantee. No one might get attacked within five feet of you, or someone might not hit a enemy around you.
Bardic inspiration starts at a d6, it is much more versatile (can be used for anything) and scales with level. This does none of that it's very situational, and always a d4. Inspiration is way better than anything I have as a reaction. Oath of Redemption is 10 ft so it's better in that, I could add a DC 12 dexterity check which would make it less likely. Plus I don't think that's in a core role book. I think it's unearthed arcana. I consider it validation of the idea.