Listed below are all of the miscellaneous changes to the RAW 5e feats and abilities made to accommodate the changes brought by the dynamic combat system.
Note
This is an experimental system. Changes to this list are to be expected. If an untested ability seems overpowered during play, it will be limited to once per round—and if it seems underpowered, rule of cool takes over and the optimal ruling can be decided later.
Action Compression Features
Any feature or ability that allow actions to be made as a Bonus Action (e.g., War Priest, Step of the Wind, Cunning Action, Flurry of Blows) instead can be done for 0 Effort once per round EACH (i.e., a Monk could use both Step of the Wind and Flurry of Blows for 0 Effort, but not use Flurry of Blows twice in a round).
Accuracy Enhancing Features
A bonus/penalty to hit can be a bonus/penalty to damage instead (e.g., bless and bane).
Action Surge
Gain 1 Effort, can attack with it as if it was your first attack in the turn (i.e., no Disadvantage, and it triggers the Fighter’s Extra Attack ability).
Assassinate
If you roll 20+ on initiative, your first attack with a finesse or ranged weapon triggers Sneak Attack and is an automatic Critical Hit (the Primary Die deals the max amount or is rolled again).
Bless/Bane
Add or subtract 1d4 damage instead of affecting chance to hit, once per turn.
Bardic Inspiration
Reaction, 0 Effort. Can add the Bardic Inspiration die to ally’s d20 roll or 1 damage die roll of an ally.
Empowered Spell
Cannot change a miss into a hit.
Extra Attack
Can be made for free after your first attack during your turn.
Fighting Styles
Archery
Deal an extra 1d4 damage once per turn instead of increasing your chance to hit.
Dueling
While holding a melee weapon in one hand and no other weapon, you deal an extra 1d4 damage once per turn.
Thrown Weapon Fighting
You can draw a thrown weapon as part of an attack, and you deal an extra 1d4 damage once per turn when throwing this weapon.
Protection (Heroic Reaction)
Requires a shield. When a creature attacks someone else within 5 feet of you, you use your reaction to give your ally Advantage on their Defend rolls until the start of your next turn—so long as you stay within 5 feet of them. This feat counts as a Heroic Reaction, so it costs 1 Effort and can only be activated when it is not your turn.
Two-Weapon Fighting
Your offhand attack adds an extra 1d4 damage.
Great Weapon Fighting
Cannot change a miss into a hit. Any 2 or 3 on a damage die counts as a 4, once per round.
Interception
Replaced by the Defend reaction.
Fireball
Costs 3 Effort. Such a low-level, long-range, and powerful area of effect spell needs this balance tweak.
Great Strike (new feat)
The first time you reduce a creature to 0 Hit Points on your turn, you may make an additional attack for 0 Effort. You may replace any two-handed melee weapon attack with a Great Strike. It misses on a 4 or less (2 or less for 2d6 weapons); if you hit, roll an additional weapon die that can explode.
Guided Strike
When you or a creature you can see within 30 feet makes an attack, you can expend one use of your Channel Divinity to guide the strike. The attack’s Primary Die is treated as having rolled its maximum value. If this would trigger a Critical Hit, it does so normally.
When you use this feature to benefit another creature’s attack, you must do so as a Reaction, costing 1 Effort.
High Level Spells
All spells of level 6 or higher cost 3 Effort to better maintain game balance at very high levels.
Light (Weapon Property)
The first time you attack on your turn while wielding two light weapons, you may also make an offhand attack with no stat modifier.
Note
Character sheets have not yet been updated to support this new definition!
Patient Defense
Spend 1 Focus point when you block/dodge to add your Monk level to your Armor Class for 1 attack.
Quickened Spell
Reduces the Effort cost of a spell by 1, once per round.
Called Shot (new feat)
Ranged weapon attacks may ignore cover and the normal range is doubled. You may replace a ranged attack with a Called Shot. It misses on a 3 or less; if you hit, roll an additional weapon die that can explode.
Shield (Spell)
+5 Armor Class for 1 attack and grants a free Defend reaction.
Shield Adept (new feat)
You can use the Defend reaction twice per round while wearing a shield. If you attack on your turn, you can try to shove an adjacent creature for 0 Effort once per round.
Spare the Dying
Give a Dying creature 1 Hit Point.
Note
Character sheets have not yet been updated to support this new definition!
Unarmed Strike/Flurry of Blows (Monks only)
Costs 0 Effort. Spend 1 Focus point also to make 2 unarmed attacks instead, once per round.
Uncanny Dodge
Add your Proficiency Bonus to your Armor Class. When using the Defend reaction you may use your AC modifier or halve the damage instead.
Weapon Masteries
Vex
When you hit and deal damage, your next attack against that creature before the end of your next turn rolls the Primary Die twice and uses the higher result.
Sap
When you hit, the next Defend roll against that creature has Advantage until the start of your next turn.
Graze
The extra damage dealt by this mastery ignores monster armor.
Nick
TBD
Cleave
The second attack granted by this mastery does not cost Effort.
Portent
Portent also works on attacks:
- 1-5: Replace the Primary Die with a 1, causing a miss.
- 6-15: No effect.
- 16-20: Replace the Primary Die with its maximum, causing a Critical Hit.
Sacred Weapon
Instead of a bonus equal to your Proficiency Bonus, you add a 1d4 to damage you make with that weapon (minimum bonus of +1),