D&D 5E - Suggestions about making crusher, piercer, and slasher full feats

CleaveWhen you wield a battleaxe, glaive, great sword, greataxe, halberd, or longsword, you can use an Action to make a Cleave attack. You make a melee attack with the weapon against two creatures both within your reach, using one attack roll and comparing it to both the creatures ACs. However, after making a Cleave attack

These are some homebrew I incorporated into my fighter class redesign, based on BD&D weapon specialization and Baldur's Gate 3 "weapon powers"... You could certainly incorporate them into the feats you mentioned instead...

Cleave
When you wield a battleaxe, glaive, great sword, greataxe, halberd, or longsword, you can use an Action to make a Cleave attack. You make a melee attack with the weapon against two creatures both within your reach, using one attack roll and comparing it to both the creature’s ACs. However, after making a Cleave attack you cannot use a reaction until the start of your next turn.

When you reach 5th level as a fighter, you may attack three creatures within your reach when using Cleave. When you reach 11th level as a fighter, you may attack four creatures within your reach when using Cleave. When you reach 17th level as a fighter, you may attack five creatures within your reach when using Cleave.

Pin Down
When you wield a hand crossbow, heavy crossbow, light crossbow, longbow, or short bow, you can use an Action to make a Pin Down attack. A creature you hit takes damage as normal and has its speed reduced by 10 feet until the end of its next turn. #

When you reach 5th level as a fighter, you reduce the creature’s speed by 20 feet. At 11th level as a fighter, you reduce the creature’s speed by 30 feet. At 17th level as a fighter, you reduce the creature’s speed by 40 feet. If this reduces its speed below 0, then it takes the remainder as piercing damage.

Rush
When you wield a javelin, lance, pike, spear, or trident, you can use an Action to make a Rush attack. Move at least 20 feet straight toward a creature and make a melee attack with your weapon against two creatures that you pass within reach of. If you do not have 20 feet of movement left, or cannot move 20 feet (e.g. due to difficult terrain), you cannot use make a Rush attack.

When you reach 5th level as a fighter, you may attack three creatures along your path when using Rush. When you reach 11th level as a fighter, you may attack four creatures along your path when using Rush. When you reach 17th level as a fighter, you may attack five creatures along your path when using Rush.

Slash
When you wield a dagger, handaxe, rapier, scimitar, shortsword, or sickle, you can use an Action to make a Slash attack. A creature hit takes damage as normal, but starts bleeding, taking 1d4 damage of the same type at the start of its next turn. If the creature receives magical healing or a creature uses an action to make a DC 10 Wisdom (Medicine) check to staunch the blood, it is no longer bleeding. However, if you miss on a Slash attack, the target gains advantage on its next attack against you before the end of its next turn.

When you reach 5th level as a fighter, the creature continues bleeding until it succeeds a Constitution saving throw at the end of its turn. The DC of this save is 8 + your proficiency bonus + your Dexterity or Strength modifier. At 11th level as a fighter, increase the bleeding damage to 1d6. At 17th level as a fighter, conventional Medicine will no longer staunch the flow of blood.

Smash
When you wield a club, great club, light hammer, mace, maul, morningstar, warhammer, or war pick, you can use an Action to make a Smash attack. Add twice your Strength modifier to the damage of your attack. However, reduce your place in initiative by -5. If this would reduce your initiative below 0, you cannot make a Smash attack.

When you reach 5th level as a fighter, add three times your Strength modifier to the attack’s damage. At 11th level as a fighter, add four times your Strength modifier. At 17th level as a fighter, add five times your Strength modifier.

Topple
When you wield a flail, quarterstaff or whip, you can use an Action to make a Topple attack. If you hit the target, as a bonus action you can make a Shove attempt to knock it prone.

When you reach 5th level as a fighter, the target takes 1d6 bludgeoning damage when knocked prone. When you reach 11th level as a fighter, increase the damage the target takes when knocked prone to 2d6 and rising from prone after being toppled requires all of the target’s movement (not half). When you reach 17th level as a fighter, increase the damage the target takes when knocked prone to 3d6 and if the creature rises from prone before the end of its next turn, it provokes opportunity attacks.

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