Brainstorm

Magical based characters will have sources that provide really powerful onetime use feat. Martials by contrast, will have less impactful feats but are not tied to a resource.

Feat Types

Feat will have two types: Rudimentary and Flexible

Rudimentary feats cannot be changed and work as written.

Flexible feats can be changed or altered in some way (commonly by Sources or Behaviors).

TEML

All players start trained in a feat when they select it unless otherwise stated.

Strikes

The core of this new system is this

Aspects determines the facet of combat you embody

Strike: how the technique is delivered.

Fundamental - a constant effect that is unchanged and defines the feat

feat Tag

could provide different constant properties to feats with certain tags

Power Budget

Instead of points each source and behavior will be given a Degree of Power These will range from:

  • Minor
    • starts out as trained
  • Major
    • starts out as expert
  • Severe
    • starts out as master

System - Martial

Aspects

Impact

Overpowering - Minor

Dominate through sheer force.

  • Master: Push target 5 ft or knock prone on hit
  • Legendary: Push 10 ft, and allies gain Favored vs them
WIP
Crushing - Minor

Once per turn, when you hit with a weapon:

  • Trained: deal an extra 1d4 bludgeoning damage.
  • Expert: deal an extra 2d4 bludgeoning damage. This attack ignore resistances to physical damage.
  • Master: deal an extra 3d4 bludgeoning damage. The target must make a constitution saving throw vs your Class DC. On a fail, they are Stunned.
  • Legendary: deal an extra 5d4 bludgeoning damage. In addition to being Stunned, the target is also Dazzled until they lose the Stunned condition.

Rending
Brute - Severe
  • Master: Favorede increase degree of success on a 5 and 6.
  • Legendary: something else

Tempo

Rhythm
Whirl
Spiral
Surge
Follow-Through

Aegis

Intercept
Bulwark
Bastion
Sentinel
Ward

Instinct

Anticipate
Impulse
Alert
Keen Sense
Predator

Endurance

Stalwart
Resilience
Immovable
Iron Will
Unyielding

Precision

Deadeye
Calculated
Expose
Finishing Strike
Measured Strike

Strikes

Sweeping Strike
  • Prerequisite: Melee Slashing or Bludgeoning weapon.

You can make second attack on a creature within range once per turn. This attack incurs MAP.

Trained - Make a second attack as part of the first attack against a creature within 5 feet of the original target. This attack incurs MAP and you take -2 penalty to the damage roll on this second attack. Expert Master Legendary

Bursting Strike
  • Prerequisite: Any weapon.
Piercing Strike
  • Prerequisite: Ranged or Melee piercing weapon.
Reactive Strike
  • Prerequisite: Melee weapon.

Attacks that use your reaction are more powerful

Trained - attacks of opportunity deal an additional Weapon Die of damage. Expert - You can make an attack of opportunity without an enemy triggering it. Attacking in this way takes a -4 penalty to the roll. Master - add two additional Weapon Dice of damage to your opportunity attacks. Legendary - This attack gains Favored. Getting a critical hit with this attack increases the die step of all damage dice rolled by one step (maximum of 1d12)

Rapid Strike - Severe
  • Prerequisite: Any weapon.

You reduce the Multiple Attack Penalty on your attacks with this feat by 1 and 2 (meaning you will roll at -4 on your second attack, and -8 on your third). This stacks with the agile weapon characteristic resulting in a -3 and -6 respectively.

Master - your MAP becomes -4 and -8. Legendary - Additional effect not related to MAP.

Sundering Strike - Major

Make a weapon attack. On hit:

  • Expert: Target is Off-Guard until the start of your next turn.
  • Master: Target is also [[F[Hinderedr next saving throw.
  • Legendary: On crit, the target gains weakness 10 to the next source of damage.

Controls Space

Driving

pushes target away

Pulling

pulls target closer

Anchoring

restricts movement or escape

Shifting

repositions the user

After the thing happened

Guarding

grants defensive benefit after

Pressing

grants advantage on next attack/action

Exposing

target becomes easier to hit

Bolstering

ally gains benefit after

Recovering

restores HP or removes minor condition

Gambling

Committed
Devastating
Swift
Staggering