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> # Combat Momentum
##### *Version 1* 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 with a weapon you are proficient in you gain a momentum dice. If your first attack as part of your attack action is with a weapon in two hands you gain two momentum dice instead of one. Rogues gain one momentum dice when they successfully sneak attack. 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 one momentum dice to any 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 one or more momentum dice to add to your AC for one attack. * **Precision Attack Gambit** ~ You can spend one or more 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. \columnbreak
* **Trapping Gambit** ~ When you make a contested Dexterity or Strength check you can either add one or more momentum dice to the contested roll, alternatively if you succeed on the roll you can spend momentum dice to damage the creature doing bludgeoning damage equal to the roll of the dice. \pagebreakNum #### Bonus! Shield Changes! **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. **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. \columnbreak ### Monsters and Momentum * **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** *(can replace Pack Tactics)* ~ 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. > ##### Notes: > > Art by [Mingchen Shen](https://www.artstation.com/mshen) > > [Jaelan & Jaeya](https://www.artstation.com/artwork/GXAmBd) > > [JJ Snake Fight](https://www.artstation.com/artwork/eJ9qVb)
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