Combo Meter (5e Feat)
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Combo Meter
Prerequisites: Strength 15 & Dexterity 15
Your skills allow your attacks to grow in potency as you attack in perfect rhythm in combat. When you roll initiative, you start at rank E and progressively gain ranks throughout combat by meeting certain damage thresholds.
For every amount of damage you deal, add it towards your total combo threshold which can go up to a maximum of 250. Whenever you take damage, you lose points towards your total damage count equal to the damage taken. Attacks or effects which damage multiple enemies will only apply towards your combo count once per application.
Additionally, successfully evading an attack using a class feature or feat will grant an additional 5 points toward your total combo count.
At the end of combat, you will reset your combo points back to 0.
Rank | Combo Thresholds | Bonus |
---|---|---|
E | 0 | N/A |
D | 10 | Your first attack each round gains a +2 to hit. |
C | 30 | Gain an additional 10ft of movement speed and +1 AC. |
B | 60 | Gain an additional +1 AC and when an attack misses you, your next attack will have advantage. |
A | 100 | You may take an additional bonus action on your turn that can be used to make a single attack that deals half damage on hit. |
S | 150 | You now gain an additional reaction per round. |
SS | 200 | Gain an additional 10ft of movement speed and +1 AC. |
SSS | 250 | Gain advantage on all Strength, Dexterity, and Constitution ability checks, skills and saving throws, and attack rolls. If you reduce a creature's HP to 0, gain an additional action and upon taking damage so long as your Combo Threshold does not drop below 200, your HP cannot be reduced below 1 for the remainder of that round. |
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