@Mark Hall--I can change the names if that flows better. Naming things is hard . I had intended for you to spread this out, so you pick a fighting style and then branch out to give versatility or extend the benefits of the fighting styles to more weapons (chopping includes the 1H axes, so you can have both the fighting style's benefits and also pick up Dueling), but I'll consider it.

General note: I think I'm going to include a rule under the Weapon Group heading that does not allow effects to stack with themselves. So you can only only use the Bow Superior Mastery feature once on a single target. I want most of these to not have use restrictions, but will add those if needed as a last resort. I'll drop staggered to just the move or attack restriction, removing the "only attack once" restriction.

Replies in blue to avoid chopping the quote a billion times
Quote Originally Posted by thisdude901 View Post

Centering Kata
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Starting at 7th level, your mastery of your weapons has payed off in an increased personal center. You can reroll a failed ability check involving Wisdom or Charisma and take the second roll. You can use this feature a number of times equal to your Charisma modifier. Expended uses are regained when you spend at least one minute performing weapon drills with a weapon you have mastered as part of long or short rest.


Rerolling is fine. Why is it equal to your charisma mod? Shouldn't it be Intelligence representing how you've studied to master your weapons? I would also recommend having it reset on just long rest so you don't have tons of these.

You're right. INT mod works better. I said SR recharge in part because I was thinking that INT (or CHA) is a tertiary stat and so unlikely to be above +2. 2/day is weak, 2/SR seems about right. But if they pump INT...I'll think about it.

Field Medicine
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Starting at 15th level, the harsh training youíve undergone to master your weapons bears related fruit. Not only can you end life, you can restore it to the deceased and heal the wounded. You can use an action to do one of the following:
  • Bring a recently dead person within 5 feet of you back to life as if you had cast revivify on them. You do not expend components and this functions even where spells cannot, although you must obey the time restrictions listed in that spell.
  • Touch someone who is at zero hit points but not dead and restore hit points to them. You restore hit points equal to half the greater of yours or their maximum hit points.
  • End one condition afflicting the target as if you had cast greater restoration on them.

Once you use any part of this feature, you cannot do so again until you complete a long rest.


Probably a bit to strong, mainly the second ability, Probably should just set them to 1hp like undying monk and phoenix sorcerer.

Agreed.

[SPOILER=Weapon Families]
Chopping Weapons
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Battleaxe, greataxe, halberd, handaxe, and war pick
Mastery: You can reroll any 1s or 2s on a damage roll but must take the second result.
Superior Mastery: When you take the Attack action on your turn you can choose to make one of the attacks at disadvantage. If you hit with this attack, it deals 2 extra dice of damage.
Expertise: When you hit with an attack on your turn, a second enemy within your reach also takes damage equal to your Strength modifier.

This is fine but maybe find something new for first feature? With this already being a fighting style it kind of takes the neatness out of it

Only the greataxe and halberd qualify for GWF, so it does extend the benefit of the style and let you pick a different one (so dueling + battleaxe + GWF benefit). I had trouble picking a good one for this.

Bow
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Longbow, shortbow
Mastery: You no longer suffer disadvantage when making ranged attacks when enemies are within 5 feet of you.
Superior Mastery: Once per turn when you hit with a bow, you can force the target to make a CON save against a DC of 8 + your Dexterity modifier + Proficiency. On a failed save the target takes 1 damage for every 5 feet they move until they take their action to remove the arrow.
Expertise: You can use your action to shoot a hail of arrows, affecting all targets you choose within a 90-foot cone. Make an attack roll against each target, dealing damage as normal on a hit. You expend one piece of ammunition for every attack made this way.

First is fine. Superior Mastery should only last one round and shouldn't be spamable. Expertise definitely should have a limit on how many you can fire, lets say you got a magic bow that can reload itself or you got tons of arrows, shooting in a 90ft cone would allow you to hit 30+ enemies on a square grid (dealing 30d8 damage). So maybe shrink the area or make a limit on how many arrows you can shoot in this way.

I think I'll change the Expertise to hit targets within a 10 (15?) foot circle.

Crossbow
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Hand crossbow, light crossbow, heavy crossbow
Mastery: You ignore the loading property of crossbows. In addition, you can wield the crossbow as a finesse melee weapon with which you have proficiency. The damage die for this weapon is 1d4.
Superior Mastery: Once per turn when you attack with a crossbow, the bolt continues past the target. Make an attack roll against the next enemy on the 5-foot-wide line between you and your target, continuing from the target out to the short range of the weapon. The target has half cover on this attack. If you hit with your first attack, the second target has resistance to the damage of this attack.
Expertise: You can use your action to shoot an explosive bolt from your crossbow. Choose a location within the normal range of your crossbow. All creatures within 10 feet of there must make a Dexterity saving throw against a DC of 8 + your Dexterity modifier + your proficiency bonus. On a failed save they take 6d10 thunder damage and are staggered until the end of their next turn. On a success they take half damage and are not staggered. While staggered, they can either move or take an action but not both. If they attack while staggered, they can only make a single attack.

First two are fine, expertise is definitely to strong, able to hit 36 targets at most dealing 6d10 to each of them (216d10 damage)+staggering. I would recommend lowering damage and range and putting a limit use.

IIRC, I pulled the numbers from the 9th-level spell damage chart. These are competing with a spell like meteor swarm, so I'm OK with a big effect. By comparison, meteor swarm deals 40d6 (140) damage across 3 40'-radius spheres within 1 mile. And an evoker can drop that right on the party without hurting any of them.

Crushing
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Club, flail, greatclub, light hammer, mace, maul, morningstar, warhammer, quarterstaff
Mastery: Once per turn when you hit a creature, its speed is reduced by 10 feet until the end of your next turn.
Superior Mastery: When you miss with an attack using a crushing weapon, you deal bludgeoning damage equal to your Strength modifier to the target.
Expertise: Once per turn when you hit a creature, you attempt to inflict a staggering wound on the target. The damage dealt increase by 1 weapon die. The target must make a Constitution saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save they are staggered until the end of their next turn. While staggered, they can either move or take an action but not both. If they attack while staggered, they can only make a single attack.


For mastery make it so it can't stack on other effects (including own) we don't want a whole party sticking people in the mud. SM is fine. Expertise is to strong, with most creatures needing to attack 2-4 times to get damage out on the party this really limits them.

Cutting Blade
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Glaive, greatsword, longsword, scimitar
Mastery: Whenever you make an opportunity attack you have advantage on the attack roll. If you hit with an opportunity attack, roll one extra weapon damage die and add it to the damage dealt.
Superior Mastery: When you hit with an attack using a heavy blade and deal less than half of the maximum damage (before applying resistance or immunity), you instead deal half the maximum damage (before applying resistance or immunity).
Expertise: Once per turn when you hit a creature, you attempt to cripple them by striking at a limb or other sensitive area. The damage dealt increases by 1 weapon die and the target must make a Dexterity saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save, they have disadvantage on all attacks made until the end of their next turn.


First two seem fine enough. Last one is a bit iffy. Making the opponents miss half of their attacks is pretty strong.

What if I make it a separate action (so no Extra Attack)? You get 2 dice of damage + effect, but give up 2 other attacks.

Polearm
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Glaive, halberd, lance, pike, trident, spear
Mastery: When an enemy enters your reach, you can use your reaction to make an attack against them. If you do, you have advantage on this attack but that enemy has advantage on its next attack against you until the end of its next turn.
Superior Mastery: Once per turn when you hit an enemy you can take the Shove action against them without spending an action and without the normal size restrictions. The target has disadvantage on the opposed ability check to resist this action.
Expertise: Once per turn when you hit a creature, you attempt to impale them. The damage dealt increases by 1 weapon die and the target must make a Dexterity saving throw against a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save, the targetís speed is reduced to 0 until the end of their next turn and all attacks against them have advantage.

Mastery first bit is fine but why are they getting advantage on you? Get rid the the normal size restriction stuff, you should not be shoving the tarrasque. Expertise is cool but probably shouldn't work on creatures bigger then you, like storm giants.

I'm all for people doing amazing things, including shoving the tarrasque around. Heck a warlock can do it from level 2 with no check, and by level 17 can do it 4x/round! I'll pull the enemy advantage.

Stabbing Blade
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Dagger, rapier, shortsword, sickle
Mastery: Whenever you make an opportunity attack you have advantage on the attack roll. If you hit with an opportunity attack, roll one extra weapon damage die and add it to the damage dealt.
Superior Mastery: When you hit with an attack and roll less than half the maximum damage, you may reroll a number of damage dice equal to your proficiency modifier and take the second result.
Expertise: Once per turn when make an attack you may choose to make the attack at disadvantage in an attempt to disable their weapons. If you do so and hit, the target must make a Constitution saving throw against a DC of 8 + your Dexterity modifier + your proficiency bonus. On a failed save, the creature cannot attack until the end of their next turn. On a success, the target may only attack once on their next turn, no matter how many times they would normally be able to attack.


First two are fine. Expertise basically makes the target useless. Even if they succeed they are 1/3 their strength.

I'll pull the "on success" line.

Throwing
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Dagger, dart, handaxe, javelin, light hammer, sling
Mastery: You may draw any number of thrown weapons in conjunction with the action used to throw them. Additionally, you ignore the loading property of slings.
Superior Mastery: Both normal and far ranges of any Thrown weapon are doubled and the damage dice increases by one step (1d4 to 1d6, 1d6 to 1d8, etc).
Expertise: You can attack twice for each weapon attack with a thrown weapon you would normally have. The second attack does not add your ability modifier to the damage dealt.


Mastery, so you can draw two darts with one action? or is it that you can draw 30 and throw them all at once? Superior mastery is fine. Expertise is to strong, is it really just doubling your damage?

Mastery should just avoid the action-economy problems so that if you have 4 attacks you can throw with all of them. QoL improvement. I do need to change that second sentence, since slings don't have the loading property. The new version will let you load a sling with a shield in the other hand. I'll change expertise to only granting 2 extra attacks, so a full set of javelin attacks would look like 6d8+4*MOD (a total of 27+4*MOD, compared to a greatsword at 28 (8d6)+4xMOD). I forgot I gave them the dice size boost at the previous step.