Unarmed Combat Enhanced (Gameplay Mechanic Idea)
Here's one for you DM's who want some more Girth to unarmed combat.
Oh no, you have been made unarmed & the enemies are closing in, whatever shall you do? Simple, bust out those moves that you see in fighting movies & bar fights to try beat them to a pulp. This unarmed combat enhancement, allows for your players to have more options when left defenseless or when put into a setting where traditional combat weapons can't be used (Or if the player just doesn't want to use traditional combat weapons). More importantly, it can add more flair to your combat encounters, by allowing player/enemies to damage in a more specific way!
Simple put this idea allows for variations on the 'unarmed strike' hit, which will still take a action, & still can only be preformed when one lacks a weapon. I will now list all the new variations on unarmed hits the players/enemies can preforms.
1: Precision Strike: User uses their precisions to hit the opponent in a particularly part of their body. [Dex to hit (due to accuracy), Damage is 1d8+dex to one enemy.]
2: Power Strike: User uses the force of their hit to damage as much of a person in one strike. [Str to hit (due to force), Damage is 1d8+str to one enemy]
3:Knockback hit: User uses their attack to causes the enemy to be pushed back by a notable distance
[Str to hit (due to force), Damage is 1d6+str to one enemy, enemy must make a con save or be moved 5- 15 feet back]
4: Dive Kick: User uses their momentum & precisions to hit the enemy for great amount of damage
[Requires the user move 15 before performing this attack, dex to hit, damaged is 1d6+dex to one enemy, enemy must make a con save or be proned]
5:Slam: User uses the force of their body, to cause their opponent to be both harmed & stunned.
[Str to hit (due to force),damage 1d6+str, enemy must make con save or be stunned for a turn]
6: Running Hit: User takes a jab at an enemy while running past them, without having to stop! [Requires the user be spiriting (attack won't stop sprint), Str or dex to hit, Damage is 1d4+str or dex to one enemy]
7: Round-House Hit: User attempts to hit all enemies that are around them, with one sweeping blow! [Rolls to hit each enemy within 5ft of them (-2 to every enemy after the first one), Str or dex to hit, Damage is 1d6 + str or dex to first enemy hit, 1d4 + str or dex to each one after.]
8: Toss: User can grapple an enemy & then toss them into another enemy, damaging both! [Requires 2 rolls (Roll to grapple [str], & a roll to toss [str or dex]) 1d6 damage + str to both enemies hit, if toss misses, 1d6 damage to the enemy that got tossed]
9: Double Tap: User attempts to hit the enemy twice, in one singular action/attack!
[Each hit is a seperte roll, dex/str to hit, damage 1d4+dex/str per hit]
10: Unarmed Strike [Monk]: Of course the monk will have to get their unarmed strike buffed, so it won't make them the weakest class in comparison to every one else. [Unarmed strike deals 1d10 + Dex/str damage, furry of blows deals 1d6 + dex/str damage]
Oh no, you have been made unarmed & the enemies are closing in, whatever shall you do? Simple, bust out those moves that you see in fighting movies & bar fights to try beat them to a pulp. This unarmed combat enhancement, allows for your players to have more options when left defenseless or when put into a setting where traditional combat weapons can't be used (Or if the player just doesn't want to use traditional combat weapons). More importantly, it can add more flair to your combat encounters, by allowing player/enemies to damage in a more specific way!
Simple put this idea allows for variations on the 'unarmed strike' hit, which will still take a action, & still can only be preformed when one lacks a weapon. I will now list all the new variations on unarmed hits the players/enemies can preforms.
1: Precision Strike: User uses their precisions to hit the opponent in a particularly part of their body. [Dex to hit (due to accuracy), Damage is 1d8+dex to one enemy.]
2: Power Strike: User uses the force of their hit to damage as much of a person in one strike. [Str to hit (due to force), Damage is 1d8+str to one enemy]
3:Knockback hit: User uses their attack to causes the enemy to be pushed back by a notable distance
[Str to hit (due to force), Damage is 1d6+str to one enemy, enemy must make a con save or be moved 5- 15 feet back]
4: Dive Kick: User uses their momentum & precisions to hit the enemy for great amount of damage
[Requires the user move 15 before performing this attack, dex to hit, damaged is 1d6+dex to one enemy, enemy must make a con save or be proned]
5:Slam: User uses the force of their body, to cause their opponent to be both harmed & stunned.
[Str to hit (due to force),damage 1d6+str, enemy must make con save or be stunned for a turn]
6: Running Hit: User takes a jab at an enemy while running past them, without having to stop! [Requires the user be spiriting (attack won't stop sprint), Str or dex to hit, Damage is 1d4+str or dex to one enemy]
7: Round-House Hit: User attempts to hit all enemies that are around them, with one sweeping blow! [Rolls to hit each enemy within 5ft of them (-2 to every enemy after the first one), Str or dex to hit, Damage is 1d6 + str or dex to first enemy hit, 1d4 + str or dex to each one after.]
8: Toss: User can grapple an enemy & then toss them into another enemy, damaging both! [Requires 2 rolls (Roll to grapple [str], & a roll to toss [str or dex]) 1d6 damage + str to both enemies hit, if toss misses, 1d6 damage to the enemy that got tossed]
9: Double Tap: User attempts to hit the enemy twice, in one singular action/attack!
[Each hit is a seperte roll, dex/str to hit, damage 1d4+dex/str per hit]
10: Unarmed Strike [Monk]: Of course the monk will have to get their unarmed strike buffed, so it won't make them the weakest class in comparison to every one else. [Unarmed strike deals 1d10 + Dex/str damage, furry of blows deals 1d6 + dex/str damage]
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