Revised Combat Rules & Feats

by dracodruid

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Revised Combat Rules & Feats

Version 8.0

Created by DracoDruid (@GMBinder | @Reddit)

Format: DIN A4

New Actions and
Attack Options

Action: Charge

You can charge forward to close the distance and strike your enemy. As your action, you can move up to your speed towards an enemy and make a single weapon attack against one enemy in reach at the end of that move. If you make ranged weapon attack, you have disadvantage on the attack roll.

However, charging in is dangerous. If you take the Charge action, attack rolls against you have advantage until the beginning of your next turn.

Action: Climb onto a Bigger Creature

If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.

As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb.

To do so, you must move into 5 feet of the target creature and use your action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If you win the contest, you successfully move into the target creature's space and cling to its body. While in the target's space, you move with the target and have advantage on attack rolls against it.

The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to the DM's discretion. The larger creature can dislodge the smaller creature as an action — knocking it off, scraping it against a wall, or grabbing and throwing it — by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Attack Option: Power Attack

aka Called Shot | Vital Strike

When you make an attack with a weapon that you are proficient with, you can choose to take a penalty to the attack roll, equal to your proficiency bonus, before making the roll. If the attack hits, you add your proficiency bonus to the weapon's damage.

Attack Option: Mark

This option makes it easier for melee combatants to harrow each other with opportunity attacks.

When you make a melee attack, you can also mark your target. Until the beginning of your next turn, any opportunity attack you make against the marked target has advantage, and the opportunity attack doesn't expend your reaction, provided nothing stops you from taking reactions (e.g. the incapacitated condition or the shocking grasp spell). You are still limited to one opportunity attack per turn.

However, opportunity attacks made against other creatures have disadvantage until the beginning of your turn.

Attack Replacement: Disarm

A creature can use a weapon attack to knock a weapon or another item from a target’s grasp.

The attacker must have at least one free hand, and make an attack roll contested by the target’s attack roll (when targeting a weapon) or Strength (Athletics) check or Dexterity (Acrobatics) check (when targeting an item; defender's choice).

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature.

If the attacker wins the contest, the attack causes no damage or other ill effect, but the attacker can choose to have the item in their hand, or drop it into a space within 5 ft. of either the defender or attacker.

Attack Replacement: Push Aside

Using the Attack action, you can make a special melee attack to push a creature aside, moving it out of the way.

If you're able to make multiple attacks with the Attack action, this attack replaces one of them, and you must have one free hand to do so.

The target must be no more than one size larger than you and must be within your natural reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics).

You have advantage on this check if you are larger than the target, or disadvantage if you are smaller. If you win the contest, you can move the target 5 feet to a different space within your natural reach.

Revised Combat Rules & Feats v8.0 | by DracoDruid (@GMBinder | @Reddit)

Two-Weapon Fighting

You can engage in two-weapon fighting while wielding:

  • a one-handed melee weapon in your main hand and a simple light melee weapon in your off-hand.
  • a light melee weapon in each hand.

Either way, you must be proficient with the weapons you are wielding and must not be incapacitated.

When you make a weapon attack while engaged in two-weapon fighting, you must choose which weapon to use for the attack and damage roll.

In addition, once on each of your turns, when you miss with a weapon attack, you can make another weapon attack — using the weapon in the other hand — as part of the same action.

New and Revised
Fighting Styles

You must be proficient with the weapon (or shield) you are wielding in order to apply a fighting style.

Brawling

You are proficient with improvised weapons. In addition, you can roll a d4 in place of the normal damage of your unarmed strikes, and you can use them to engage in two-weapon fighting (treating them as simple light weapons for this purpose only).

Defense

You gain a +1 bonus to AC as long as you are not grappled, restrained, or incapacitated.

Dual-Wielding

former Two-Weapon Fighting
You can engage in two-weapon fighting as long as the one-handed melee weapons you are wielding aren't heavy.

In addition, you can draw or stow an additional weapon on each of your turns.

Great Weapons

former Great Weapon Fighting
Whenever you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the weapon's damage dice, but you must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Light Weapons

You can draw a weapon that has the light property as part of the attack you make with the weapon. In addition, when you hit with an attack using a light weapon, you gain a +1 bonus to the damage roll.

Protection

On your turn, you can mark one creature you can see as your ward. As long as you are wielding a shield and your ward is within 5 feet of you, it can add your shield's AC bonus to its armor class.

Feats

The following feats are revised to accommodate for the new rules and in an attempt to rebalance them against a standard Ability Score Increase.

Cavalry Master

former Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can command a mount you are controlling to take the Attack action or any action listed under its stat block.
  • You can force an attack targeted at you or your mount to target the other instead.

Combat Training

former Lightly Armored and Weapon Master
Prerequisite: Strength or Dexterity 13 or higher
You can select this feat multiple times.

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • You gain proficiency with light armor and all simple weapons.
  • You gain proficiency with all martial weapons. If you already are proficient with one or more martial weapons, you can instead choose to increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Crossbow Expert

Prerequisite: Dexterity 13 or higher

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You gain the Archery Fighting Style or increase your Dexterity score by 1, to a maximum of 20.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • You ignore the loading quality of ranged weapons that you are proficient with.
  • You can use a loaded hand crossbows to engage in two-weapon fighting.

Dual-Wielding Expert

former Dual Wielder
Prerequisite: Strength or Dexterity 13 or higher

You have mastered fighting with two weapons, gaining the following benefits:

  • You gain the Dual-Wielding or Light Weapons Fighting Style, or increase your Strength or Dexterity score by 1, to a maximum of 20.

Revised Combat Rules & Feats v8.0 | by DracoDruid (@GMBinder | @Reddit)

  • While engaged in two-weapon fighting, you gain a +1 AC bonus against melee attacks.
  • While engaged in two-weapon fighting, you can reroll any missed weapon attack roll once — using the weapon in your other hand — instead of only once on each of your turns.

Dueling Expert

former Defensive Duelist
Prerequisite: Dexterity 13 or higher

You've learned to use single one-handed weapons to great effect.

  • You gain the Dueling Fighting Style, or increase your Strength or Dexterity score by 1, to a maximum of 20.

 As long as you are wielding only a single one-handed weapon with which you are proficient and no shield, you gain the following benefits:

  • As a bonus action or as a replacement for one of your attacks, you can give yourself advantage on your next melee weapon attack roll on the current turn.
  • When another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Grappling Expert

former Grappler
Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You gain the Brawling Fighting Style, or increase your Strength score by 1, to a maximum of 20.
  • If you have at least one hand free, you can use a bonus action to attempt to Disarm, Grapple, Push Aside, or Shove a creature.
  • If you have both hands free, you have advantage on ability checks and attack rolls made to initiate, maintain, or escape a Grapple, or to Climb onto, Cling to, Disarm, Push Aside, or Shove a creature.
  • If you successfully push a creature aside, you can move the creature to any space within your natural reach (instead of only 5 ft.)
  • You have advantage on attack rolls against creatures you are grappling.

Heavy Armor Expert

former Heavily Armored and Heavy Armor Master
Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • You gain proficiency with heavy armor. If you already are proficient with heavy armor, increase your Strength or Constitution score by 1, to a maximum of 20.
  • You can ignore the Strength requirement of heavy armor.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take is reduced by an amount equal to half your proficiency bonus (rounded up).

Heavy Weapon Expert

former Great Weapon Master
Prerequisite: Strength 13 or higher

You've learned to put the weight of your weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • You gain the Great Weapons Fighting Style or increase your Strength score by 1, to a maximum of 20.
  • When you reduce a creature to 0 hit points by using a heavy weapon, you can assign any excess damage to another creature within 5 feet of your original target and within your weapon's reach, provided that your initial attack roll equals or exceeds the second target's AC.
  • When you score a critical hit with a heavy weapon, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Mage Slayer

You have practiced techniques useful in close combat against spellcasters, gaining the following benefits:

  • When a creature within 20 feet of you casts a spell, you can use your reaction to make a weapon attack against that creature (provided the creature is within reach of your attack). If the attack hits, you impose disadvantage on the spell's attack roll, or the targets of the spell gain advantage on any saving throw they must make to withstand the spell, in addition to the attack’s normal effects.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Martial Adept

Prerequisite: Strength or Dexterity 13 or higher

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.
  • If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain two more; otherwise, you have two superiority dice, which are d6s. These dice are used to fuel your maneuvers. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Expert

former Medium Armor Master and Moderately Armored
Prerequisite: Proficiency with light armor

You have trained to master the versatility granted by medium armor, gaining the following benefits:

  • You gain proficiency with medium armor and shields. If you already are proficient with medium armor, increase your Strength or Dexterity score by 1, to a maximum of 20.

Revised Combat Rules & Feats v8.0 | by DracoDruid (@GMBinder | @Reddit)

  • While wearing medium armor, you gain a +1 bonus to AC.
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

Mobility Expert

former Mobile
Prerequisite: Dexterity 13 or higher

You have trained to become exceptionally speedy and agile.

While you are not encumbered and wearing no more than light armor, you gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you hit a creature with a melee attack, you don't provoke opportunity attacks from that creature for the rest of the turn.
  • You can try to tumble through a hostile creature's space as part of your movement. Make a Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If you win the contest, you can move through the target's space once this turn.

Polearm Expert

former Polearm Master
Prerequisite: Strength or Dexterity 13 or higher

You have learned how to use a polearms' length to its full potential. You gain the following benefits:

  • You gain the Dueling or Great Weapons Fighting Style, or increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you wield a quarterstaff, spear, or trident, the weapon gains the reach property.
  • While wielding a reach weapon, other creatures provoke an opportunity attack from you when they enter your reach.
  • While wielding a reach weapon with both hands, you can treat the other end of your weapon as a club, and use it to engage in two-weapon fighting against targets within 5 feet of you.

Savage Charger

former Charger and Savage Attacker
Prerequisite: Strength 13 or higher

You know how to use your own momentum to overpower your opponents. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • When you use your action to Charge, you gain advantage on your attack roll made as part of the charge.
  • When you use your action to Dash, you can make a single weapon attack a bonus action.
  • If you move at least 10 feet in a straight line towards your target immediately before making a melee weapon attack, you can reroll that attack's damage. Alternatively, you can instead reroll your Strength (Athletics) check, if you choose to push or shove your target with that attack. Either way, you can use the higher total.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • In combat, you get a special reaction that you can take once every round. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take another reaction.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action.
  • You don't expend your reaction if you miss with an opportunity attack.
  • When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to impose disadvantage on the attack.

Sharpshooter

Prerequisite: Dexterity 13 or higher

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • You gain the Archery Fighting Style or increase your Dexterity score by 1, to a maximum of 20.
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • As a bonus action, you give yourself advantage on your next ranged weapon attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Shield Expert

Prerequisite: Strength 13 or higher

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • You gain the Protection Fighting Style or increase your Strength score by 1, to a maximum of 20.
  • In combat, you can don or doff a shield as the free object interaction on your turn.
  • You can treat your shield as a club and you can use it to engage in two-weapon fighting. You don't lose your shield's AC bonus if you use it to attack.
  • You can add your shield's AC bonus to your Strength (Athletics) check when shoving a creature.
  • You can use a bonus action to Shove a creature, using your shield.

Revised Combat Rules & Feats v8.0 | by DracoDruid (@GMBinder | @Reddit)

 

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