Combat Momentum v0.1

by samuraihealer

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Combat Momentum

Version 0.2

For characters that have proficiency in at least one martial weapon they understand the momentum of combat and can control their fate.

When you make a melee attack as part of the attack action with a weapon you are proficient in you gain momentum dice. You can hold a number of momentum dice equal to your proficiency. You lose one momentum dice any turn you don't gain or use momentum dice. They are all lost if you are incapacitated. The momentum dice are a d6. You can use these on gambits:

  • Elusive Footwork ~ You can add momentum dice to any Strength or Dexterity saving throw you make.

  • Feint Gambit ~ In place of one attack You make a contested Charisma (Deception) or Weapon Attack roll vs their Wisdom (Insight) or Weapon Attack roll. If you succeed, roll a number of momentum dice, they lose momentum dice equal to half the roll.

  • Parrying Gambit ~ You can spend momentum dice to add to your AC for one attack.

    When you use this gambit and are using a blade: dagger, greatsword, longsword, scimitar, shortsword or rapier; you can add +2 to the roll.

  • Precision Attack Gambit ~ You can spend momentum dice to add to your attack roll. You roll the momentum dice when you make the attack. If your attack misses, you can use one or more of the focus dice rolled results as a bonus to your attack. If the attack hits, apply any unused dice as a bonus to your weapon damage roll.

    When the weapon used is an anti-armor weapon, such as a light hammer, mace, maul, warhammer or warpick, and is attacking someone wearing armor or with the natural armor trait, this attack adds a +2 to the attack roll.

    When the weapon used is an axe, such as a battleaxe, greataxe, handaxe or halberd; this attack adds 2 to the damage.

    When the weapon used is a flail, and is attacking someone with a shield, you can ignore the shield's AC bonus.

    When the weapon used is a pike, rapier or spear; you can ignore any Damage Threshold the creature has.

  • Trapping Gambit ~ You can add momentum dice to any contested Dexterity or Strength Check

Small Changes

Barbarians gain momentum for every attack they make on their turn while raging.

Monks can choose to use their MA dice for Momentum dice when using unarmed strikes or a monk weapon, and gain momentum when they use their Martial Arts attack or Flurry of Blows.

Any character that has the Two Weapon Fighting Style gains momentum when they use two weapon fighting.

Taking Aim

In place of an attack you can instead take aim. If the weapon is a crossbow or sling, and the target is wearing armor or natural armor you get a +2 to the attack roll and add 2d8 to the damage. If the weapon is a long or short bow you add 2d10 to the damage.

Weapons and Armor changes

Rapiers have their damage reduced to 1d6 since they can take advantage of two gambits, and are noted by WotC to be a step too strong.

Wooden Shields When a creature you can see hits you with an attack, but before they roll the damage, you can use your reaction to reduce the damage you take by 3d6 + half your proficiency. If the damage exceeds the number rolled the shield loses 1 die. If the shield has no dice left, it is destroyed.

Metal Shields Metal shields cost twice as much as wooden ones. When a creature you can see hits you with an attack, but before they roll the damage, you can use your reaction to reduce the damage you take by 2d10 + your proficiency. If the damage exceeds the number rolled the shield loses 1 die. If the shield has no dice left, it is destroyed.

Magic Shields When a creature you can see hits you with an attack, but before they roll the damage, you can use your reaction to bring your shield up and give yourself resistance to the damage. You cannot benefit from the shield's AC bonus until the beginning of your next turn.

Monster Traits

  • Bloodthirsty ~ A bloodthirsty creature always uses it's momentum on it's next attack. This would be a common trait for predators and hunters with low mental stats such as beasts.
  • Defensive ~ A defensive creature often saves it's momentum for a Parrying Gambit. This would be a common trait for herd animals with low mental stats such as beasts.
  • Tactical ~ A tactical creature can trade momentum dice with it's allies. This would be on skilled warrior type humanoids, similar to NPC's who get Pact Tactics.

Massive

A large or larger creature gains a damage threshold of 8. They have advantage on all strength saves and checks and disadvantage on Dexterity checks.

Notes:

Art by Mingchen Shen

Jaelan & Jaeya

JJ Snake Fight

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