Current Campaign Rules in Kieniiras | World Anvil
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Current Campaign Rules


Character Creation
Combat
Brawling
Conditions and Effects
Death and Unconsciousness
Luck And Fate
Skill Checks
Spellcasting
Travel and Exploration
Miscellaneous Rules

Combat

Flanking

When making an attack roll, if an ally of yours is on the other side of your target directly opposite you and threatening them you gain a +2 bonus to the attack roll. For each extra creature surrounding a flanked creature you gain another +1 to the attack roll, the only limit to this bonus is the number of creatures that can fit around a creature.

Two-Weapon Fighting

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can simultaneously use a bonus action to attack with a different light melee weapon that you're holding in the other hand, you do not make any extra attacks, instead each attack you make with this action now deals bonus damage equal to the damage die of that second weapon.   If the second weapon has the thrown property, you can throw it instead of using it in the melee attack, you make a separate thrown weapon attack using your bonus action and do not add extra damage on your other attacks.   If the creature on the opposite side of your target uses the help action, along with the normal advantage on the attack roll your flanking bonus is doubled.

Swinging With Everything You've Got

When you make a strength based attack with a weapon you're wielding in two hands you add 1.5 times your strength modifier (rounded down) to the attack roll and damage rather than the normal modifier.

Going Prone

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone. You can drop prone without using any of your speed. Standing up takes more effort; doing so costs 15 feet of movement. You can't stand up if you don't have enough movement left or if your speed is 0. Standing up within the melee range of a hostile creature provokes an opportunity attack from them.   To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

Potions

You can use a bonus action to drink a potion from a potion pouch (which can store up to 3 vials) but using a potion from your backpack or feeding a potion to another creature takes an action.   It's worth noting that potions in a pouch are vulnerable to certain effects and potions in a backpack are more protected.

Throwing

To throw something with the intent to cause damage you must use an attack as usual, however, you can use your free action to throw a relatively small item, such as a weapon, potion or trinket, to another creature.   You can throw such an item up to a number of feet equal to three times your strength score. Make a dexterity check, the creature you are throwing to attempts to catch the item on their turn as a free action, they also make a dexterity check, their DC equals 30 - your check.

Shields Will Be Shattered

A character wielding a shield can choose to irrevocably damage that shield in order to save themselves. When hit by an attack they can choose to either prevent a critical hit or negate the damage of a non-critical hit. In exchange their shield will permanently loose 2d3 AC, if this brings the shields AC bonus to 0 or less is is shattered.   A shield can be repaired with a smith's tools check with a DC equal to 5 +5 for each point of AC lost (this can be more points than the shield had originally), a shattered shield adds an extra 5 to the skill check and a shattered shield also permanently looses any enchantments on it.

Sprint

You can forgo your entire turn to move up to five times your speed in a straight line.

Team Cohesion

Right after initiative is rolled the party has 1 to 3 minutes to discuss tactics for the fight they're entering. A newer party has 1 minute and the time increases as the party learns to work together. Certain situations can remove this planning time from the party such as being surprised or a rift in the party causing them to act less like a team.

Holding Your Turn

Once per round of combat at the start of your turn you can choose to spend half of your movement to hold your turn until later in the round, you pick another combatant and your initiative this round moves to one spot below theirs. If the other combatant is a willing ally you can choose to take your turns simultaneously.  

Massive Damage

From 3rd level, if damage equal to half your maximum hit points or more reduces you to 0 hit points make a DC 15 Constitution saving throw, on a success roll a d10 on the table below on a failure roll a d20:
d20 Effect d20 Effect
1 -6 You take no injury. 11 - 16 You take no injury.
7 You gain a scar related to the damage that took you down. 17 You sustain a lingering injury. Your maximum hit points are reduced by 1 every hour the wound persists. A creature can tend to the wound, making a DC 15 Wisdom(Medicine) check once every hour. After ten success, the injury heals. Alternatively using magical healing to regain hit points equal to half your original maximum also heals the wound.   If the wound is healed a long rest or the greater restoration spell removes the hit point reduction.
8 You sustain an internal injury, until healed back up to at least half hit points you lose 1d4 hit points per turn. 18 You sustain a serious internal injury, until healed back up to at least half hit points you lose 2d4 hit points per turn.
9 You are concussed, all Intelligence and Dexterity checks and saves you make have a -10 penalty for 1d4 days. 19 You lose an eye, roll a d2, left to right, you lose the corresponding eye. You have disadvantage on perception checks from now on.
10 You break a limb, roll 1d4, going from left to right, legs to arms, you break the corresponding limb. If you have more than 4 limbs, roll a larger die.   A broken leg reduces the creatures speed by half and a broken arm prevents the use of that arm, a creature with a broken limb can choose to ignore the effect of the injury but takes 1d6 piercing and 1d6 slashing damage for each action they take using the limb, such as moving at full speed on a broken leg or lifting something with a broken arm.   A broken limb is usable again 4d6 days after the injury, as long as it's treated and you don't make it worse. If you have a positive Constitution modifier you can subtract that many days from your recovery time. 20 You lose a limb, roll 1d4, going from left to right, legs to arms, you lose the corresponding limb. If you have more than 4 limbs, roll a larger die.   Roll a d3 to determine how high up the limb is severed, for an arm 1 is the wrist, 2 the elbow and 3 the shoulder, for a leg, 1 the ankle, 2 the knee and 3 near the hip.   Before you are stabilized each failed death saving throw counts as 2 as you bleed from the limb.
Note: In a brawl (see below) you only ever roll a d10 on this table.

Brawling rules

  If a fight breaks out but no lethal weapons are drawn the rules of combat change and we go into non-lethal combat (brawling).
Hit Points
At the start of combat each creature involved gains temporary hit points equal to half of their remaining hit points (rounded up), when you have no temporary hit points remaining you are knocked unconscious for 1d4 rounds. When you regain consciousness and decide to keep fighting you gain temporary hit points equal to one quarter of your remaining hit points, having no temporary hit points will again render you unconscious, this time for for 1d4 minutes. After this you gain no more temporary hit points but can choose to keep fighting... if you really want to. Regaining hit points does not bring you to consciousness in these situations.  
Lethality
Certain damage types are considered potentially lethal, these are: Slashing, Piercing, Poison, Acid, Fire, Radiant and Necrotic.
Magic
Magic can be used in a brawl as long as it doesn't do potentially lethal damage, however, big spells like a lightning bolt which would realistically kill someone could switch the fight to a lethal one. Keep in mind that different types of magic have certain stigma attached to them and could cause adverse reactions from combatants or bystanders.
Legality
In general guards will try to break up a brawl if they arrive in time and will often not arrest those involved. They will also try to use non-lethal methods of restraint and control. If a fight turns lethal or someone involved assaults a guard they are likely to employ harsher methods and will focus on bringing down a threat over keeping the criminal alive.   If at any point someone involved in the fight draws a warlike weapon (such as a sword), or uses potentially lethal damage, the fight switches to lethal combat and the enemy will likely also use lethal force.

Conditions and Effects

Change to the Frightened Condition (Fight, Flight or Freeze)

When a character is subjected to the frightened condition they have one of the following 3 responses, this is chosen by rolling a d4:   1) Fight:
  • You take no actions on your turn other than the attack action targeting the source of your fear, these attacks cannot gain advantage or use character features such as sneak attack.
  • Unless you are currently holding a ranged weapon you must use all of your movement to move towards the source of your fear.
  • Creatures other than the source of your fear have advantage on attacks against you.
  • You have a +1 bonus to attacks against the source of your fear.
2) Flight:
  • You take no actions on your turn other than the dash action, which you take as your action and again as your bonus action, and must use all of your movement to move directly away from the source of your fear unless all paths away from it lead you into direct and obvious danger.
  • You always provoke opportunity attacks from creatures in your path and creatures have advantage on attacks against you.
3) Freeze:
  • You are paralyzed (see the condition).
  • Creatures are less likely to attack you if there are other threats nearby.
4) Choose which of the 3 responses your character takes.   When confronted with something their character truly fears, a player can give themself the frightened condition and choose what type. At the end of each of their turns after this they make a DC 15 Wisdom saving throw to break the condition, on a success they also gain 1 point of inspiration.  

Change to the Blinded Condition

  • A blinded creature can't see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage if the attacker is not also blinded, and the creature's attack rolls have disadvantage.

Exhaustion

For each level of exhaustion you gain a penalty to all d20 rolls and a penalty to your movement detailed in the penalty column.
Level Penalty Extra Effect
1 -1, -5ft You cannot take free actions, anything that would usually be a free action is now a bonus action.
2 -2, -10ft You cannot take reactions.
3 -3, -15ft On Your turn, you can use either an action or a bonus action, not both.
4 -4, -20ft You cannot concentrate on spells and cannot take more than 1 attack per attack action.
5 -5, N/A Your speed (for all types that you already have) becomes 5 feet.
6 N/A You automatically fail all attacks, checks and saves that you attempt, your passive scores all become 1.
7 N/A You drop to 0 hp, you can be stabilised but don't regain consciousness until at least 1 level of exhaustion is removed.
 

Death and Unconsciousness

Death Saves

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. Roll a d20, if the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of successes and failures is reset to zero when you regain any hit points or become stable, however gaining any hit points when you have any number of failed death saving throws gives you the wounded condition or increases it's severity.

The wounded condition

Wounded X - Upon falling to 0 hit points, the wounded condition causes a creature to gain a number of failed death saving throws equal to the severity of the condition.   For example a creature with Wounded 2 will gain 2 failed death saving throws the moment they fall to 0 hit points.   The wounded condition is reduced by 1 on a long rest, once per day the Lesser Restoration spell can also reduce the condition by 1.   Note: This can cause a creature to die as soon as they fall to 0 hit points.

Heroic Recovery

If you become stable on 0 hit points you can choose to return to consciousness by expending up to one quarter (rounded up) of your maximum hit dice and rolling them, adding your constitution modifier to each roll. You then gain hit points equal to the total. For each time you do this during combat you gain a level of exhaustion.

Rolling 1 or 20

When you make a death saving throw and roll a 1 on the d20, it counts as a failure and you must immediately roll another death saving throw. If your total is 20 on the roll, you regain 1 hit point, if for any reason you roll higher than 20 you regain extra hit points, 1 more for each number over 20.

Damage at 0 Hit Points

If you take any damage while you have 0 hit points, you must immediately roll a death saving throw at disadvantage. If the damage is from a critical hit, you must roll two saving throws instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Stabilizing a Creature

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.   You can use your action to administer first aid to an unconscious creature and attempt to stabilize it. You must make a Wisdom(Medicine) check. A 10 or higher on this check adds 1 successful check to that creature's tally, 15 or higher adds 2 and 20 or higher adds 3, 4 or lower however removes 1 success. If somehow you manage to achieve a total of 30 or more on this check the creature gains 1 hit point.

Luck and Fate

Luck Checks

Luck checks are a d100 roll where a success means rolling less than a given percentage chance. For example, a player asks if there are any suitable logs around to vault over a river, the DM says, "Roll a luck check, there's a 50% chance." that player rolls a d100, if they roll a 50 or less the log is nearby but if they roll more there is no log and they'll need to find a different solution.

Fate Points

Fate points are a special resource to be used under dire circumstances, each character has 2 of them per lifetime (no if you die and come back to life you don't get more). At any time you can choose to spend one of these points to reverse an unfortunate circumstance you find yourself in, a killing blow is barrelling towards you, you're falling to your death with no hope of survival, or some other similar time. At any point before the situation concludes you may spend the point because, this is not your fate. At which point the DM freezes the action and asks you to roll a d100, on a roll of 20 or higher the DM narrates your miraculous escape from the situation at hand, you roll out of the way of that devastating blow or an ally jumps in at the last moment ending the monsters turn for now, you crash into a tree during the fall and while very hurt you survive to carry on.   The second way these points can be used is by another player that is realistically close enough to help that doomed character, if you are willing to share their fate you can spend one of your own points to save your ally. In this case the situation freezes as before and the player spending the point rolls their d100, on a roll of 20 or more they can intervene in the situation at the cost of their own safety. They may dive in front of that weapon strike, or dive after the falling character and cushion their fall splitting the damage between them.   These moments are only once or twice in a lifetime so... use them wisely.

Skill Checks

The Help Action

When a player is making a skill check another player can try to help them to grant advantage to the roll, a player helping another must declare the help action before the roll is made but can help with a second try if one is possible.   The helping player should be proficient in a skill in order to help someone with it, if they're not they must pass a DC 10 check in the same skill in order to help, if they fail this check they instead hider the effort and grant the other player disadvantage instead.

The Hide Action

You can attempt to hide when you are lightly or heavily obscured from the view of creatures you're hiding from. You cannot hide when a creature is looking right at you, you must first break line of sight and even then they may still figure out where you've gone. As for how hiding can help you in combat, here is the description from the players handbook:   "When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly. When a creature can't see you, you have advantage on attack rolls against it.   If you are hidden — both unseen and unheard — when you make an attack, you give away your location when the attack hits or misses."

Stealth and Perception

While moving about the world you won't usually roll for perception, your passive perception represents your awareness of your surroundings. Likewise your passive stealth represents how much you meld in with your surroundings.   While sneaking around an area, creatures with a chance to see you have their passive perception checked against your passive stealth, if their score is equal to or higher they spot you otherwise you remain hidden. If you do something that causes a creature to actively search for you, they roll for perception and you roll for stealth, re-rolling if something happens to give away your position or the seeker gains new information about your location.   While sneaking as a group you have a passive group stealth score which is the average score across the group (rounded down), however when making active checks each character rolls individually.

Spellcasting

Multiple spells per turn

You can cast multiple spells in a turn, I don't use the rules that limit levelled spellcasting.

Spell Reserve

Spellcasters can cast a spell that they know using a level of spell slot they either don't have or have run out of, however they gain levels of exhaustion equal to the level of the slot used. When using a slot of 5th level or higher this way the caster can make a constitution saving throw to avoid being incapacitated or dying immediately from exhaustion, the DC of the saving throw is equal to 10 plus the level of the spell. On a success the caster instead gains 4 levels of exhaustion.   Example: A spellcaster is out of 2nd level spell slots but knows Misty Step and needs to cast it in a dramatic moment, they can choose to take two levels of exhaustion, cast that spell and maybe succeed but gain a penalty later.  

The Damaged Weave

200 years ago the world of Kieniiras was shaken by an arcane explosion, the likes of which had never before been recorded. This disaster is theorised to have damaged the source of arcane magic, the weave, this causes the following effect whenever an arcane spell is cast:   An arcane caster needs to roll a Spellcasting Ability(Arcana) check each time they cast a spell, the DC for this check is equal to 10 + the spell's level (cantrips have a level of 0), on a success the spell is cast normally. If they fail the check their spell fails to cast and they instead deal damage to a random creature within the range of the spell. The damage is of a random type, they roll a number of d6 equal to their level, this is the amount of damage they deal.   If they roll a natural 1 on the check, or the total is equal to or less than 1, the damage they deal is doubled. If they roll a total of 20 or higher, their spell is instead enhanced in unpredictable ways, it may jump from one target to another or magnify the damage dealt.   In general, the following classes, and those using one of their spell lists, cast arcane spells: Artificers, Bards, Sorcerers, Warlocks and Wizards.  

Travel and Exploration

Overland Travel

These rules are for characters travelling between safe locations such as settlements. These characters will be out in the wild and must fend for themselves. When resting in a safe location no checks are usually needed to gain the benefits of a long rest.   The day can be divided into segments as detailed below:
Morning
Waking up, having breakfast, packing away the camp and preparing for the day. Any abilities that require action upon "finishing a long rest" are resolved here, such as preparing spells.
Daytime (first travel phase)
This is the first 4 hour period of travelling, the party can take on roles as detailed below to affect the travel. The DM will roll on the travel encounters table, this could result in something or nothing so don't worry about it. Characters who have not taken a roll for this period will use their Passive Perception to keep watch, the DM may message them if they spot something of note.
First Break (short rest)
Stopping to eat can be important, there's no need to set up a camp at this step but characters can unload their packs to scout the area for points of interest or do other small tasks during this time. As long as they aren't doing anything strenuous everyone should get the benefits of a short rest.   Hunting/Gathering: A party member can forgo a rest here to look for food and/or water, rations will sustain a party that doesn't hunt but water is also important. Rangers do not need to forgo their rest for this activity.
Afternoon (second travel phase)
This travel phase progresses the same at the first, if the sun sets while still travelling creatures without dark vision gain a -5 to their passive perception. Using light sources won't usually negate this but it can prevent the party being surprised depending on the circumstances.
Evening (short rest)
The party can wind down, eat some dinner and chat around a camp fire, if characters have ongoing downtime activities they are usually able to make one roll for them here. This can be a second opportunity for hunting/gathering if supplies are low, if you didn't find water earlier in the day you'll probably need to now. This may also be a good time to secure the camp if you plan to use traps or other security measures.
Night (long rest)
To gain the benefits of a long rest, unless their race rejuvenates differently, a character must sleep for at least 6 hours and spend 2 hours resting but not necessarily sleeping.   Watches are not required (but might be recommended) and with a fire going wild animals are unlikely to approach the campsite in most locations, however each character can split their 6 hours of sleep at least once and still gain the benefits of their rest, allowing them to keep a watch during their 2 hour light rest period.   Certain events during the night may require you to make a Constitution(Survival) check to gain all of the benefits of your rest, here are some examples:
  • Sleeping in armour: Light |DC 13|, Medium |DC 15|, Heavy |DC 17|
  • Fighting or other very strenuous activity during the night: |DC 16 + 2 for each incident after the first| If you were already on a watch when this happens you have advantage on this check.
  • Being woken in the night (other than for one watch): |DC 12 + 2 for each incident after the first|
For each failure accrued by the end of the rest you will lose some benefits of the rest. Rolling a natural 1 on this check counts as 2 failures but a natural 20 will reduce your failure count by 1. If you took a role during the day you automatically start at 1 and add your number of failures from there:
  1. You rest as normal.
  2. You recover only half your full hit points.
  3. You recover no hit dice.
  4. You recover no hit points and do not reduce any levels of exhaustion.
  5. You gain a level of exhaustion.
  6. You do not regain any abilities that reset on a long rest.
Rangers automatically reduce their number of failures by 1d4.
Roles
Navigator. The navigator makes a survival check at the beginning of a travel phase, if they have Navigator's Tools that they are proficient with they add their proficiency to this check. On higher rolls they can inform the party about nearby landmarks and resources.   Driver. If you have a vehicle that requires at least one person to operate this role will need to be filled, the driver makes a Dexterity(Land Vehicles) check, if the navigator has run into problems a high check here could solve them, if you roll a 5 or below (or a natural 1 no matter the total) however you must roll on this table: Land Vehicle Mishaps   Scout. You are the party look out, you move ahead of the party while communicating back to them. You make a Wisdom(perception) check which is then checked against any medium to far away threats while on the road. If initiative is rolled and you roll less than your perception check, you can use that value instead.   Defender. You are equipped and ready to go if the party encounters anything on the road. Your passive perception is checked against any threats close by the main party. You are able to act first and make decisions when the party encounters something. If you or the scout spot a threat before initiative is rolled you automatically move to the top of the order on the first round.   Hunter/Gatherer. You search nearby areas for resources such as food and water and can try to hunt animals that you find. Rangers who take this roll can still take a watch without consequences.   Entertainer/Moral Booster. You spend your time entertaining the party, trying to boost moral and spur them on. Make a Dexterity/Charisma(Performance) check, if you're using an instrument that you're proficient with you can add your proficiency even if it was already added. Be careful, you have disadvantage on stealth checks while in this role and if your activity is particularly loud you may automatically fail them.
Roll Effect
1 or less You distract and annoy the party to the point of immense frustration. Perception checks have disadvantage for this section of the journey.
7 or less You are a mild annoyance, each character, including you, gains 1 failed resting check today, this effect cannot stack.
8-13 Your "entertainment" is inoffensive but nothing special, it has no effect.
14 or more You are a welcome distraction from the day's trek, each character drops 1 failed resting check for today, this effect can stack.
18 or more You raise party moral inspiring them to push themselves, each character gains a d6 inspiration die. Once within the current or next travel phase, they can roll the die and add the number rolled to one ability check, attack roll, or saving throw they make.
20 or more You put the party in very high spirits, you are all laughing and chatting for the whole day, each creature gains 1 point of inspiration (once per day).
Non-strenuous/Camp Roles These are roles that are not strenuous enough to affect your rest later, they also include things that you would do during the short rest periods rather than while traveling.   Downtime Activities. You are working on a skill, a project or something else that you want to spend time on while you travel.   Cook. You are preparing the party's meal, make a Wisdom check, if you are proficient with Cook's Utensils and have them on you, make a check with those instead.
Roll Effect
1 or less You give the party food poisoning. Each affected character makes a constitution saving throw, DC 6+2d6, on a failure they are poisoned. They can make the saving throw again each time they rest short/long, ending the effect on a success.
7 or less You make a subpar meal, each affected character gains 1 failed resting check today, this effect cannot stack.
8-13 Your food is fine, it has no special effect.
14 or more You make a rather excellent meal for the party, each affected character drops 1 failed resting check for today, this effect can stack.
18 or more Your meal is hearty and satisfying, each affected creature gains temporary hit points equal to: 1d4 x character level + the bonus you used for this check
20 or more Your food is sublime, raising the moral of the party, each affected creature gains 1 point of inspiration (once per day).
 
Speed
The party travels at the speed of the slowest creature, to work out how fast that is take the character's speed (whichever they are using to travel at the time) multiply it by 600 to find their speed in feet per hour and divide that by 5280 to find it in miles. Using this you can see how fast your party will travel in a given period, if the party is moving quickly you double the speed and you half it for moving slowly, each has it's advantages and disadvantages.   These abilities will also calculate your speed for you: Speed (Walking) Speed (Flying) Speed (Swim) drag them onto your character sheet to use them.  
Going Without Food
Not eating is a very bad idea, especially while traveling. Characters that require food need at least 2 meals per day, usually 1 in the middle of the day and one at the end. Characters can cook and eat during a short rest while still gaining all other benefits. Missing 2 meals in a row constitutes a day of starvation, for each day a starving character gains 1 point of exhaustion and 1 failed resting check.

Miscellaneous Rules

45 Second Rule

At the beginning of your turn you have 45 seconds to tell the table what you're doing with your turn or you take the dodge action and your turn ends. Players should be thinking through their turn, reading abilities and paying attention to the battle between their turns anyway so in most situations you should be ready to take an action by this point anyway.   You are welcome to use this 30 seconds to ask the DM questions or get a rules clarification but be aware those things do not count as telling the table what you're doing.   Note: When using an ability the DM will expect you to have read through it and know what it does, it is not their job to look up how to resolve your action, again, use the time in between turns to understand what you're doing not the time at the start of your turn.

Stacking Advantage/Disadvantage

If you have advantage on a roll and you gain advantage from another source, it instead adds 2 to the roll for each subsequent instance. This also applies to disadvantage which subtracts from the roll.

DM Inspiration

Can be granted for good roleplay (playing to your character's personality even when it does not benefit you) and at key character moments. You can have up to 5 points of inspiration at once.   All classes:
  • Special Action, when you roll a d20: You roll an additional d20 and choose which of the d20s is used. You can use this after you roll the die, but before the outcome is determined.
  • Special Action, on a allies turn: Make a skill check to gain information that could assist the ally who's turn it is.
  • Special Action: You regain 1 use of an ability that you usually recover on a short rest.
  • Legendary action: Make one melee or ranged attack; cast a cantrip or take the Dash, Disengage, Dodge, Help, Hide, or Use an Object action.
Artificer:
  • Special Action, when you use a magic item: Until the end of your turn you gain advantage on any d20 roll related to the use of this item or a creature affected by the item gains disadvantage on saves made against it's effects.
Barbarian:
  • Special Action: You enter a rage immediately without expending and your place in the initiative order moves to the next turn.
  • Bonus Action, when Raging: Your rage intensifies, doubling your strength modifier for the duration of your rage and granting resistance to all damage instead of the normal damage types.
Bard:
  • Bonus action: Grant DM inspiration to a number of creatures equal to or less than your charisma modifier, if the target is also a bard they instead gain a d12 version of your bardic inspiration.
Cleric:
  • Bonus Action: You cast the bless spell on 3 creatures without expending any spell slots, this version of the spell uses a d8 instead of a d4.
Druid:
  • Reaction/Free Action, on your turn: You wildshape without expending one of you uses of the ability, you can choose a beast with a challenge rating as high as your druid level divided by 2, rounded down, all other restrictions still apply.
Fighter:
  • Special Action: You learn information about another creature, you learn a number of the following things about the creature equal to your Intelligence modifier (minimum 1): AC, Remaining HP, Resistances/Immunities, Vulnerabilities, their Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma score or their challenge rating.
Monk:
  • Special Action, when you are hit with an attack: You turn the attack into a critical miss, as well as any other effects this has you gain an attack of opportunity on your attacker.
Paladin:
  • Special Action, when you take the attack action: You gain advantage on attacks made with this action, on a hit these attacks count as critical hits, this critical hit can benefit from your smite ability even if it is a ranged attack.
Ranger:
  • Special Action: You can choose to automatically succeed on a Nature or Survival check.
Rogue:
  • Special Action, when you hit with an attack: You can apply your sneak attack to this roll if you have already used it once this turn.
Sorcerer:
  • Bonus Action: You regain half of your maximum sorcery points (rounded down).
Warlock:
  • Bonus Action: You regain half of your maximum spell slots (rounded down to a minimum of 1).
Wizard:
  • Special Action, when you fail a concentration check: You automatically succeed on the check instead and if the spell has actions you can take you can take one now as a part of this special action.

Other Rulings

Paladins - Unarmed Smite
Yep, no issue with this, it makes no mechanical difference.

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