Combat Overhaul

**Ammunition** You must track it. At the end of the battle, you can recover half your expended Ammunition by taking a minute to search the battlefield by performing a Perception or Investigation check (GM’s choice).

**Half Speed** All creatures move at half speed during combat. This emphasizes reaction time to allow combatants to more realistically react to hostile movement.

**Quaffing** Drinking a potion or using similar items like a scroll or charm costs a bonus action or feeding it to another creature costs a standard action. Alternatively, using a potion as a standard action yields its maximum result.

**Opportunistic Movement** You provoke an attack of opportunity:

* When moving more than 5ft through a hostile creature’s engagement zone.
* Standing up from being prone adjacent to a hostile creature provokes an attack of opportunity

## Additional Actions (Deprecated)

*The following is deprecated meaning it is no longer usable due to disinterest in using it.*

**Aid Attack (Reaction)** You aid a non-hostile creature that is performing an attack against an enemy that is adjacent to you. The attacker gains +1 to their attack roll.

**Aid Defense (Reaction)** You aid a friendly creature who is adjacent to you and is being attacked by a melee weapon attack from an enemy that is adjacent to both of you. Half of the attack’s damage is redirected to you instead. If you have a shield, the ally gains +1 AC during the attack.

**Aim (Movement)** You may spend all of your movement at the start of your turn to aim at a single creature within your line of sight for a ranged attack. You cannot aim if you are in a hostile creature’s engagement zone. If you aim, your next attack gains +1 to hit, the target cannot benefit from partial cover and you ignore penalties that would cause you to suffer disadvantage against that target due to lack of sight.

**Charge (Standard)** You perform the dash action which you declare you’re charging. You charge into the first target along a straight line up to twice your movement speed. You may perform any of the following to the target which you charge into if you moved at least half of your movement speed (rounded up) in distance.

* *Strike*: Perform a single melee weapon attack against the target. You may reroll any of the weapon’s damage dice, but must keep the new result afterwards.
* *Slam*: You cannot perform this maneuver against creatures larger than one size greater than your size. Contest athletics against the target with advantage. If you win, the target is shoved backwards up to 10ft (your choice) and knocked prone if the creature is your size or smaller.
* *Tackle*: Perform a single unarmed strike against the target which you have advantage. If the attack hits, the target is grappled by you. If the target fails by at least 5, you may have you and the target become prone which the target suffers the restrained condition until you perform any other action or movement. Both of your hands are considered to be restraining the target, thus you have no free hand. If restrained, the target can repeat an athletics contest during their turn which you perform as normal.

**Climb (Movement)** You can attempt to climb an adjacent creature who is a larger size than you by spending at least half of your movement, rounded up. You must succeed on a Str or Dex saving throw depending on the nature of how you go to climb the target. If you succeed, you manage to climb the target. If you fail, you are knocked prone and land in a space adjacent to the target as they shrugged you off. On a subsequent turn, you can repeat this action to climb higher or lower along the target’s body, provided you’re able to. The target can try to shake you off it during its turn which results in repeating the saving throw to maintain your position. While climbing, you’re considered to only have one hand free while on a non-flat surface as you’re using a hand to grapple in order to maintain your position. While attacking the target while on it this way, it does not benefit from its dexterity bonus to its AC and the target suffers disadvantage while performing attacks against you.

**Complication (Reaction)** Whenever you would fail any check by 1, you can impose a complication upon yourself in order to succeed. The complication is determined by the DM. For example, a barely missed attack can turn into a hit, but the target manages to disarm you afterwards. Another example would be scraping by on a fireball dex save, but you go prone.

**Coup De Grace (Standard)** Whenever you perform the attack action against a defenseless target, such as an unconscious or restrained creature, roll a single attack roll. Ranged attacks must be performed while adjacent to the target which you don’t suffer disadvantage during the attack. If you hit the target’s AC minus their dex mod, the creature takes damage equal to half of its maximum hit points if that amount is higher than your normal damage. If the target is already bleeding out, it instead automatically suffers 2 death save penalties. If you miss, you deal your attack’s damage as normal damage. Regardless of the creature’s state, it suffers an injury afterwards if you hit it.

**Flourish (Bonus)** As part of a melee weapon attack, you can expend the usage of your bonus action to flourish your weapon against a hostile creature’s melee weapon. If you hit, you impose engagement on the target’s weapon, causing the target AND you to receive disadvantage during the first melee weapon attack performed with your weapons against targets that aren’t each other. This effect ends at the start of your next turn or if either you or the target leave each other’s engagement zone.

**Give Ground (Reaction)** Whenever you’re hit by a melee weapon attack that has disadvantage, you can use your reaction to move 5 feet away from the creature without provoking an attack of opportunity against that creature. This maneuver reduces the attack’s weapon damage by your proficiency bonus, potentially ignoring the damage entirely.

**Mark (Free)** After performing an attack against a target, you may optionally declare you mark that target. You gain an additional reaction that can only be used to perform opportunity attacks against that target and your first opportunity attack against the target gains advantage. However, you cannot perform reactions against any other target as your focus is on your mark.

**Overrun & Tumble (Bonus)** You may expend the usage of your bonus action to overrun or tumble through a hostile creature’s space as part of your movement by contesting Str or Dex with them. If you succeed, you do not provoke an Opportunity Attack when leaving the hostile creature's reach that you passed through. Additionally, the target’s space is considered difficult terrain.
If you fail your check, you are blocked and do not move through their space and you provoke an Opportunity Attack or a Grapple check from the hostile creature (their choice).
If you attempt to move through more than one hostile creature per turn, all checks after the first are made at a disadvantage. You also have to reasonably be able to go through the target in order to overrun or tumble.

**Riposte (Reaction)** You maneuver yourself to deflect an adjacent enemy’s melee weapon attack against you and counter strike with a non-heavy melee weapon which you’re proficient with. If the enemy’s attack results in critical failure, you may perform a single melee weapon attack against the attacker. You can only perform a riposte once until the start of each of your next turns even if you would gain the ability to do so multiple times.

**Stagger (Free)** Before you perform a melee weapon attack with a weapon that deals bludgeoning damage, you can declare you intend to stagger the target. You suffer -5 to the attack in an attempt to disrupt the target. If the attack hits, the target suffers the Staggered condition.

**Sunder (Bonus)** Before you perform a melee weapon attack with a non-light weapon, you may expend the usage of your bonus action to declare you intend to sunder the target by striking them with the broadside of your weapon. You suffer -5 to the attack in an attempt to sunder the target. If the attack hits, the target suffers the Sundered condition and may be knocked away 5ft in any direction. You can only attempt to sunder targets that are one size larger than you or smaller.

**Trip (Reaction)** Whenever you would perform an attack of opportunity because a creature is moving away from you, you can perform a trip instead. Contest the creature in Str or Dex and if you win, the target moves 5ft in their intended direction, but becomes Prone and their speed becomes 0. You cannot perform this reaction against creatures that are larger than you.

## Adrenaline (Deprecated)

*The following is deprecated meaning it is no longer usable due to disinterest in using it.*

Whenever you thoroughly describe how you resolve something, such as an attack or elaborate action, and you fail, you gain Adrenaline. Adrenaline doesn’t stack and expires at the end of the conflict. After failing on a subsequent action, you can spend adrenaline to determine something positive to happen at a cost to you. Your failed action shouldn’t impose a check from the target of your action (ex: I grapple the target instead). This is implemented to encourage combat culture talk other than just saying "I attack". You will earn adrenaline by instead saying something like "I swing my mace downward, aiming for the ugly bastard's gaping scar on his left cheek.".

## Attacking and Damage

**Mobbing** You gain advantage on your first attack against a mobbed target each turn (not each like before). A creature is mobbed when there are more hostile creatures engaged with them than allies.

**Scrape (Deprecated)** Hitting a target with an attack by achieving exactly their AC deals half damage, rounded up, as you barely scrape by to land the hit.

## Cover

**Partial Cover** A creature you can see is partially obstructed from your vision by an obstacle covering at least half of their body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. Partial cover grants a +2 bonus to AC during attacks and Dexterity Saving Throws.

**Total Cover** A creature is completely concealed to you due to an obstacle. Creatures in total cover cannot be targeted by attacks or spells, except by those with area effects or specified otherwise.

## Grid-less Combat

We no longer use a grid, but still use miniatures for visual representation. Tactical positioning and movement is generalized to promote a theater of mind, but still valuing tactical play.

**Area of Effect (AoE)** When it’s reasonably questionable that a target might be within an area of effect's radius, they’re always considered in the AoE