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.
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.
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.
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?
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?