Originally Posted by Maximuuus
4.1) CLEAVE (2H weapons)
- cooldown = once per turn
- use cost = action + bonus action
- effects = damage (weapon damage / 2) on 3 enemies
Okay. Essentially we're dealing an extra 0.5*weapon damage in exchange for a BA, which seems fine? Again, except for the fact that this is a more/less meaningful cost for different classes, and that this won't scale well at higher levels.

Rec: Make it a penalty to-hit instead of adding a BA cost, and have it cost an attack-equivalent action. A -5 to-hit deals exactly the same total damage assuming a 75% chance to hit. Advantage/Disadvantage/base to-hit chances all affect the balance.

Originally Posted by Maximuuus
4.2) CRIPPLING STRIKE (Handaxe, Battleaxe, War Pick)
- cooldown = once per turn
- use cost = action
- effect = damage (1D4 + modifier) + chance to reduce the enemy movement to 0 for 1 turn
Fine, I think. Maybe a bit too strong, and should instead only halve enemy movement.

Originally Posted by Maximuuus
4.3) TOPPLE (Spear, Quarterstaff, Trident)
- cooldown = once per turn
- use cost = action
- effect = damage (1D4 + modifier) + chance to prone the target
Fine, I think. Basically a Shove Prone attempt but with a bit extra damage. The "chance to shove prone" should be conditional upon the hit, otherwise it is strictly better than Shove Prone.

Originally Posted by Maximuuus
4.4) POMMEL STRIKE (Sickle, Longsword, Rapier, Scimitar, Shortsword)
- cooldown = once per turn
- use cost = action
- effect = damage (1D4 + modifier) + chance to block the enemies bonus action and reaction
Fine. Maybe it should only affect enemy reactions?

Originally Posted by Maximuuus
4.5) HEARTSTOPPER / WEAKENING STRIKE (still not sure) (Club, Greatclub, Mace, Morningstar, Warhammer)
- cooldown = once per turn
- use cost = action
- effect = damage (1D4 + modifier) + chance to disarm the enemy
Probably too powerful. I doubt that Larian has implemented code for enemies to retrieve and equip dropped weapons or swap to backup weapons, so this attack might make the enemy completely useless.

Recs:
- Weakening Strike could make it harder for the enemy to hit you and/or reduce their damage.
- Heartstopper could...force them to roll concentration checks at Disadvantage?? Affect their Dex ST and/or Str/Dex ability checks for a round?