# COMBAT RULES
###### tags: `DEADLY MARCHES`
### Fighting with two weapons (variant)
Standard rules for fighting with two weapons make it useless for ranger (who must use bonus action to get benefits of Hunter’s Mark) and fighter after 11 level. So, this variant rule fixes this problem – freeing bonus action and creating synergy effect of Action Surge for fighter.
When you take the Attack action and attack with a melee weapon, that not have heavy property, or light ranged weapon that you're holding in one hand, you can use a bonus action to attack with a different light weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
If later you receive ability to make Extra attacks, then you make first attack with off-hand weapon as part of Attack action and still can make second attack with off-hand weapon as a bonus action.
### Extra Attack in Multiclassing (variant)
Sometimes my players and I wanted to create “strange multi-class characters – with several martial classes. So, this rule will give such characters Extra Attack one or two levels earlier and if character have two sources of Extra Attack then they will get some little compensation.
If you have two or more classes (or archetypes) with class feature Extra Attack, then you can gain benefit of this class feature even if any one of your classes not have enough levels to get it. If your total levels of classes with class feature Extra Attack is more than 7 then you can use Extra Attack.
Also, the only one way to get second feature Extra Attack (to make 3 weapon attacks as action) is to get 11 levels of Fighter.
If you have two sources of Extra Attack class feature – you can take another fighting style
### Rogue Sneak Attack (variant)
More classical sneak attack – to attack with a club or similar effect
Rogue can make sneak attacks with ranged, finesse or light weapons.
### Falling to 0 hp
If you fall to 0 hp and receive healing in combat you have 1 level of exhaustion. These levels of exhaustion fade away after long or short rest.
### Flanking (variant)
If you and your ally are flanking target (as described in Flanking optional rule) you and your ally gain bonus +2 to attack rolls versus this target.
### Healing potions (variant)
Potion of healing
Uncommon, consumable, 50 gp, ½lb
Reddish liquid in a transparent flask.
A healing potion can be drunk with an action if it was in a backpack or other similar place or a bonus action if it was fixed within a quick reach (for example, on a bandolier on the body). A drunk healing potion restores 2k4 + 2 hits and allows the character to spend his hit bones to restore hits, while the healing effect of the potion increases the effectiveness of hit bones - each spent hit bone for restoration additionally restores 2 hits.
Unfortunately, the tonic effect of the potion does not allow you to use more than one potion without rest, but more powerful healing potions will continue to work.
Potion of greater healing
Rare, consumable, 200 gp, ½lb
Red liquid in a transparent flask.
An improved by using of rarer herbs and ingredients version of a regular healing potion.
A Potion of greater healing can be drunk with an action if it was in a backpack or other similar place or an action or a bonus action if it was fixed within a quick reach (for example, on a bandolier on the body).
Drinking healing potion restores 4d4 + 4 hit points and allows the character to spend his hit dice to restore hit-points (as on short rest), while the healing effect of the potion increases the effectiveness of hit dices - each spent hit die additionally restores 3 hit points.
Unfortunately, the effect of the potion does not allow you to use more than one potion between long rests, but more powerful healing potions continue to work.
Potion of superior healing
Very rare, consumable, 1000 gp, ½lb
Scarlet liquid in a transparent flask.
An even more enhanced version of the healing potion created with help of much rarer herbs and ingredients.
A portion of superior healing can be drunk with an action if it was in a backpack or other similar place or an action a bonus action if it was fixed within a quick reach (for example, on a bandolier on the body). Drinking healing potion restores 8d4 + 8hit points and allows the character to spend his hit dice to restore hit-points (as on short rest), while the healing effect of the potion increases the effectiveness of hit dices - each spent hit die additionally restores 4 hit points.
Unfortunately, the effect of the potion does not allow you to use more than one potion between long rests, but more powerful healing potions still continue to work.
Potion of supreme healing
Legendary, consumable, 5000 gp, ½lb
Crimson liquid in a transparent flask.
An even more enhanced version of the healing potion created with help of much rarer herbs and ingredients.
The potion of supreme healing can be drunk with an action if it was in a backpack or other similar place or a bonus action if it was fixed within a quick reach (for example, on a bandolier on the body). Drinking healing potion restores 10d4 + 20hit points and allows the character to spend his hit dice to restore hit-points (as on short rest), while the healing effect of the potion increases the effectiveness of hit dices - each spent hit die additionally restores 5 hit points.
Unfortunately, the effect of the potion does not allow you to use more than one potion between long rests.
## NEW ACTIONS
### Charge
*Action*
This option makes it easier for combatants to close the distance before attacking.
As an action, a creature chooses another hostile creature that it can see, and to whom it has a straight path clear of obstacles and difficult terrain (including other creatures) The charging creature gains extra movement for the current turn, equal to half of its movement speed. However, it can only use its movement to move toward the chosen creature and must move in a straight line. If the charging creature ends its movement in a space adjacent to the creature it chose, it can use its bonus action to make a melee weapon attack against the creature. As soon as it makes this attack, its speed is reduced to 0 until the end of the current turn.
### Coup de Grace
Action
You make one finishing blow against helpless target. Make melee weapon attack with advantage against target, if attack hits then target creature immediately falls to 0 hp and have two death save failures.
Helpless condition described in Chapter 5. New conditions.
## Conditions
### Stressed
Usually you will gain this condition after a traumatizing event – taking massive damage, falling to 0 hp, seeing a death of friend etc.
A variety of effects, from horrifying sights to attempts at influence, can inflict the stress condition. Stress is measured in seven levels. An effect can give a creature one or more levels of stress, as specified in the effect’s description.
If an already stressed creature suffers another effect that causes stress, its current level of stress increases by the amount specified in that effect’s description but inflicting more stress levels does not increase a creature’s stress beyond the seventh level.
STRESS LEVEL EFFECT
1 -1 penalty on Intelligence, Wisdom, and Charisma saving throws
2 -2 penalty on Intelligence, Wisdom, and Charisma saving throws
3 -3 penalty on Intelligence, Wisdom, and Charisma saving throws
4 Disadvantage on Intelligence, Wisdom, and Charisma saving throws, and on Intelligence checks
5 Disadvantage on Intelligence, Wisdom, and Charisma saving throws, and on Intelligence and Charisma checks
6 Disadvantage on Intelligence, Wisdom, and Charisma saving throws, and on Intelligence, Wisdom, and Charisma checks.
7 Detached condition
### Detached
A creature suffering the detached condition has disadvantage on Intelligence, Wisdom, and Charisma saving throws and ability checks.
• All Charisma checks against a detached creature has advantage.
• When a successful Charisma check suggests a course of action to the creature, the creature pursues it as if it were under the effects of a suggestion spell, even if it is immune to being charmed. This is not a magical effect. Depending on the course of action, it may choose to stop pursuing it as soon as it is no longer detached. When suggested courses of action conflict, the creature chooses which to pursue.
Bleeding
Blood runs out from your wounds.
At the beginning of your turn you lose 1dX hit points.
To stop bleeding your wounds must be cared with healer’s kit,
### Helpless
You are bound, sleeping, unconscious or otherwise completely at an opponent’s mercy.
Your effective Dexterity score is equal to 1, effective movement speed is equal to 0, and melee attacks against you are automatically critical hits and attack rolls for melee attacks are made with advantage.