Death Saving Throws
- Inspiration points may be used for Death saving throws.
Healing Elixirs and Potions
- Drinking a healing elixir or potion as a full action grants you its full benefit, but no Bonus Action may be taken that round.
- Drinking a healing elixir or potion as a bonus action results in a roll for amount healed.
Holding Initiative
- You may choose to 'hold' your initiative when your turn in the initiative chain begins. You must declare the condition for when you choose to take your turn:
- It must have some specificity, like "I will take my turn after Bob," or "I will take my turn after an enemy attacks any of us."
- It may not be "when I want" or something nebulous.
- If you choose to base your turn on another PC's or enemy's turn, you cannot begin your turn until that other entity has completed their turn.
- If the trigger event does not happen, you go last in the initiative chain.
- Your initiative remains at the new slot in the initiative chain for the remainder of the encounter (unless you hold again).
Identify Spell
- One casting of the Identify spell can identify Proficiency Bonus +1 targets, and lasts 1 minute per target with concentration.
- Casting Identify using a spell level slot higher than 1st level adds one target to the identify per spell level slot above 1st.
Mounted Movement
- Mounting costs 50% of your movement.
- Movement while mounted uses the mount's movement value.
- Any mounted movement is shared between you and your mount. If you dismount mid-turn and have movement remaining, you must make a DC15 Athletics or Acrobatics skill check to be able to continue moving with your remaining movement amount, or stop where you dismount.
Skill checks and Assists
- If you fail a skill check by 10 or more you have failed exceptionally and cannot succeed no matter how much time is taken.
- If you succeed on a skill check by 10 or more you have exceptionally succeeded and only spend half the time it would normally take to complete.
- You can roll with advantage if helped by another PC. The PC helping must have the requisite skill trained or justify the use of a different trained skill in its place.
Two Weapon Fighting
When you take the Attack action on your turn and attack with a Light or Finesse weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light or Finesse weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword or Rapier in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.