The D&D 5e combat system functions well, but it is often found lacking by those who want a bit more tactical depth to their movements. These rules attempt to make combat more interesting.
SHIELDS
Shields are not all created equal. There are now three kinds of shields:
Buckler: +1 AC, can be worn while wielding a versatile weapon with two hands
Heater: +2 AC, standard shield rules
Tower: +3 AC, Disadvantage on attack rolls made with weapons without the light property
FLANKING
When flanking an opponent, you no longer gain advantage. Instead, you gain a +2 bonus to attack rolls made against the target if there is one other friendly creature within 5ft of the target and 3ft away from you. You gain an additional +1 bonus for each creature after the first that satisfies these rules. Any abilities, or features, that require the attacker to have advantage still function in this scenario, as though flanking was providing advantage.
DUELLING
The new
Duelling rules take effect when you are in combat with another creature wielding a martial weapon they are proficient in.
There are a number of new, special actions, you can take during combat:
TACKLE
When you take the Tackle action on your turn, you can attempt to tackle a creature after moving at least 10ft in a straight line towards your target. To tackle, you roll an unarmed attack roll. On a hit, the target takes the unarmed attack damage and both you and the target are knocked prone. If the creature is larger than you, you have disadvantage on your attack roll. You cannot tackle a creature that is two size classes bigger or smaller than you.
THROW SAND
When you take the Throw Sand action on your turn, you can hurl sharp or stinging particles at a creature you can see within 5 feet of you. This cloud of particles could be from your inventory, such as a bag filled with sand, or from the environment, such as kicking up dirt or embers. As an action, you must make an attack, using your Dexterity modifier with no proficiency, to throw particles at a creature. If hit, the creature has disadvantage on attack rolls until the end of its next turn. The target must also succeed on a Constitution saving throw (DC 8), or is Blinded for the same duration. Once blinded, a creature may spend an action to clear its eyes of the particles and end the condition.
NON-LETHAL STRIKE
When you take an attack action, you may declare in advance that it is a non-lethal strike. If you do this with a weapon that does not normally deal bludgeoning damage, you do not add your proficiency bonus to the attack roll. The dice damage is halved and the damage type is converted to bludgeoning. If it is a magic weapon, any magical bonus is added to this damage after it is halved. If a creature is brought to 0 hit points by a non-lethal strike, they instead fall unconscious for 1d4 hours. If the creature is immune to the unconscious condition, the strike has no effect beyond the damage stage.
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