Optional Combat Rules:
Bonus Actions
Brace for impact
You can use your bonus action to Brace for Impact; you gain temporary hit points equal to your Proficiency Bonus. These temporary hit points last until the start of your next turn.
Insightful dodge
Focusing on one single rival, you gain +1 to your Armor Class and Saves against the creature's first attack, spell, or ability.
One More Step
Whenever your movement speed isn't restricted in any way, you can use your bonus action to move 5 feet.
Feint / Intimidate
You either feint or intimidate your rival, gaining a +1 to your next attack against a single target or -1 to the next save the creature makes against you.
Fighting Stances
Stances must be declared at the start of your turn, or as Combat starts, and remain in effect until the start of your next turn.
Aggressive
You forgo your Proficiency Bonus to any of your actions, bonus actions, skills, spell DC, attacks or any other d20 test you make.
Any attack or spell you cast during this turn gains a bonus to damage equal to twice your Proficiency Bonus. Spell Damage increases only for one damage instance.
Defensive
You forgo your Proficiency Bonus to any of your actions, bonus actions, skills, spell DC, attacks or any other d20 test you make (excluding saves).
Your Armor Class and All Saving Throws are increased by your Proficiency Bonus.
Grappling
Creatures with 4 legs or more gain +4 to their save or checks against grapples and shoves.
Larger creatures gain +4 to their saves or checks against grapples and shoves.
Moving a Grappled Creature
Encumbrance impacts what you can drag or carry, including grappled creatures.
Restraining a Grappled Creature
On the following turn after grappling a creature, you can use one of your attacks to attempt to pin the creature you are grappling. The creature makes an additional save, on a failure both you and the creature are restrained until the grapple ends, or until you release the hold (either completely or resume grappling).
Spell Casting while Grappled or Restrained:
A Grappled or Restrained spellcaster must succeed on a Concentration test in order to cast a new spell.
No check is required to maintain Concentration on existing spells - and failure on this check does not actually break Concentration.
The DC changes according to the component required:
| Components | DC* |
Only Verbal | 5 |
Somatic or Material component | 15 |
| Somatic and Material component | 20 |
*A Restrained spellcaster makes these checks at Disadvantage
** The Warcaster feat provides Advantage on these checks.