1. Getting knocked out in battle puts you immediately at 0 Initiative. If you recover in battle, you stay at 0 init.
2. A rogue who gains an extra action can take another sneak attack dice to their attack.
3. Leveling up provides instant bonus HP. You gain all abilities instantly upon your next short or long rest.
4. Enemies who surrender or are knocked out give full XP as if you killed them. Enemies who flee the battle alive
after failing a courage check, give 1/2 XP-you can still reclaim the remaining XP by hunting them down and killing or subduing them, and they will not attempt to engage your party any longer-however they will attempt to defend themselves if backed into a corner.
5. Using monster morale for some encounters. All critters have two numbers-the first number is aggressiveness and the second is courage, or how likely they are to keep attacking. They will check aggressiveness to decide if they engage the party directly (attack you without warning-this doesn't mean they won't engage you first in other ways, maybe just telling you to surrender and file toward the slave pits), and check courage to continue fighting after suffering setbacks. They fail if they roll under these numbers.
Courage checks are
-Being reduced to half HP, and taking any hit after that
-Losing half the numbers of their original group
-Being hit by a fear inducing spell or ability, such as being intimidated, with less than full HP.
-Losing their leader or whatever object they were fighting for
-Arrival of hostile reinforcements/battlefield conditions greatly changes/surprises/etc
Having a strong leader with them (if they have one) gives them the advantage on courage checks.
If they pass two courage checks in a battle, they harden and will not flee-instead fighting to the death.
These conditions are is noted with these two effects
Fleeing!!HardenedExamples:
Morale DC 20/10: Isn’t going to attack unprovoked, will bail about half the time if it’s in a fight that’s not going well (most animals might fit in here.)
Morale DC 20/20: Not gonna fight, always gonna run, like a peasant or small herbivore or my dog.
Morale DC 5/5: Aggressive and elite critter
((Courtesy
http://geek-related.com/2012/04/14/morale-in-dd/))
6. Action Points replace inspiration points.
Action points are earned during gameplay-I will reward them at will, depending on your actions. You can use as many of them in a turn as you wish to use.
-Good Roleplaying/Of course. Taking the initiative and starting your own roleplaying stories are likely to benefit here-I won't personally start RP's just to reward you with points. Remember, you can use flashbacks (or flashforwards) even during combat-I reward using the narrative tools at your disposal. Being true to your characters personality-even to your detriment-will also be counted.
-Daring/Doing something that impresses or surprises me in gamewill certainly earn you action points.
-Whim/Like a cruel and capricious God, I may issue them at random.
Your action point maximum equals 5 + 1/2 your character level.
UsesInspired: Get the advantage on all rolls for the next turn-i.e, roll twice and take best. This can be ANY roll, attack, skill checks or saves.
Weak Spot: Designate one enemy-when you successfully attack this foe, you ignore any of it's damage reduction and it's resists are counted as one tier lower-example, immune enemies (No damage) become merely resistant (half damage). Enemies with no resistance become vulnerable (double damage). Enemies with vulnerability don't get reduced any further, however. Normally, this ability lasts until you drop the enemy, or the end of the combat encounter-some legendary creatures may only have a narrow window to exploit their weak spot, however.
Miraculous Recovery: You can immediately regain 1d10+your level in health points. Additional points past your max gained in this way become temporary HP that never goes away-you have it until you lose it. This can save you from dying.
Arcane Mastery: The next spell you cast costs no spell slot.
Martial Perfection: The next ability you use (i.e, rage, superiority dice) does not expend a use.
Harness Artifact: You can expend a point to immediately attune yourself to a magic item, identify it fully(at no cost), and restore all it's usable charges.
Unbreakable Defense: For the next round, all attacks and spells against you roll at a disadvantage.
Superhuman Reflexes: You immediately increase your initiative count to 20-this can't give you two turns in a round, but you can move your turn up in the order.