* Combat maneuvers are in play
Use the rules in the DMG to try different uses for your attack action. Also a new maneuver: CHARGE!
- Charge
As part of a Dash action, you can choose to charge a target and make a single attack as a bonus action during your Dash (This can be an attack with a weapon or a bull rush but nothing else). The charge must be in a straight line and you must at least move 15 feet. You cannot charge through any obstacle (person, objects, even friendlies) or through hindering or difficult terrain.
The attack at the end of the charge has advantage.
However, until your next turn, anyone attacking you has advantage to their attacks against you.
Note that this is different from the ‘Charger’ feat bonus. Someone with that feat can use whatever option they qualify for and are not locked into just using the feat bonus.
* Crits Rock
Crits are Max damage then roll the dice again.
When you roll for damage just roll once. If you crit, I'll just assume that the roll is in addition to max weapon damage.
* Fumbles suck.
When you roll a 1 on attack, you automatically miss plus choose either to take disadvantage on your next attack or damage your weapon (-1 to damage). Damage can be repaired by the mending spell (Note I said spell, see below) or a weaponsmith etc. Fighters of level 3 and above never suffer from fumbles. They simply miss.
* Dying is bad
Hitting 0 HPs makes you exhausted/fatigued.
Each time you go down, you generate a level of exhaustion. Consider this to be an injury of sorts.
A failed death save takes a long rest to reset (per failed save). See above.
* Armor and shields canceling crits!
On receiving a crit BUT before taking damage (in this case recording the damage), a character may opt to remove 2 AC provided by the armor or shield to cancel the critical hit if they are proficient with the armor or shield. If this is done, the player makes a note on their character sheet and reduces their armor class (and notes the change in armor class benefit granted by the armor or shield). Damage is rolled as if the critical was just a normal hit.
If a hit would reduce a character to '0' hit points the character may also choose to remove 2 AC provided by the armor (not shield) to a) not suffer exhaustion/fatigue and b) to gain advantage on their first death save, with the armor absorbing the worst of the blow. This may result in armor losing multiple AC points in certain situations such as a crit. The benefit is only applied for the actual attack that drops hit points to zero and not to attacks that may follow while the wearer is unconscious.
Not all attacks may allow for armor to provide benefits in this way. Armor is no use again poison, and normal armor will not give protection from the life draining energy from an insubstantial foe (though magical armor might). The DM will have to work with you to make decisions on the fly for unusual cases.
Magic armour simply adds its bonus to the total AC points that can be lost. Damage to these bonuses (and only the bonuses) are restored after a long rest.
If a piece of armor or shield is reduced to granting 0 AC benefit it is considered useless and counts as destroyed (though its encumbrance remains). Repairs to both normal and magic armour require the attention of an armor smith or from a spell caster with the ‘Mending’ spell (Not Cantrip, see below).
Mage armour does not provide any of the above benefits.
* Non Lethal Damage
Attackers may choose to try to take their foes alive and without them suffering a serious injury but it’s not easy. In combat and with weapons you are generally trying to maim or kill your enemy.
Attackers can ‘pull their punch’ so to speak and choose to take disadvantage on their attack. If they do so they will not kill/maim their enemy if their attack reduces their foe to ‘0’ hit points. The downed enemy is considered stable and does not need to make death saving throws.
Unarmed strikes (that do not use claws, spikes etc) as well as weapon attacks like saps will not kill or maim the creature attacked and so do not require the attacker to pull their punch... most of the time. Accidents happen. If the attacker chooses not to pull their punch by taking disadvantage and still crits, then the damage is considered lethal.
This replaces the rule found on page 198 of the Players Handbook.
* Reach Weapons work just fine
When using a weapon with the ‘Reach’ property and a spell or feature allows you or requires you to make a weapon attack but specifies a 5 foot range, extend that range to 10 feet with any reach weapon. Examples include Booming Blade, Green Flame Blade, Opportunity Attacks (including that of the Mage Slayer feat).
* New Conditions
- Bloodied. No penalty BUT at this point its now obvious you are wounded. Some creatures may target you as a result.
- Flanked. If you are flanked, attackers get +1 to hit.
- On your Heels. If rising from prone after being shoved OR picking up a dropped item or weapon after being disarmed and any attackers are still within 5 feet of you, you are on your heels. Your attacks are at disadvantage for the round and you lose your reaction for the round. Spells cast or that come from a picked up item allow the defenders advantage on their saving throws if there is no attack roll.