Variants

This variant makes the Attack of Opportunity reaction rarer, thus promoting more maneuvering during combat.

Because standard DnD 5e gives every creature the ability to make an Attack of Opportunity, melee combat often ends up with the creatures standing still (or circling each other) until the other is defeated. This often leads to entire portions of the battlemap not being used.

Changes


Reactions

Attack of Opportunity

(1st Level): Knights, Samurai; (Optional: 6th Level): Barbarians, Bards, Blackguards, Dragoons, Paladins

Reaction Trigger: A creature within your reach makes a ranged attack, leaves a square during its movement, or casts a spell with somatic (S) or material (M) components.

Effect: Make a melee weapon attack against the creature.


Disrupt Prey

(Optional: 4th Level): Rangers

Reaction Trigger: Your hunted prey within your reach makes a ranged attack, leaves a square during its movement, or casts a spell with somatic (S) or material (M) components.

Effect: Make a melee weapon attack against the creature.


Opportune Backstab

(Optional: 8th Level): Assassins, Tricksters

Reaction Trigger: A creature within your reach is hit by a melee attack from one of your allies.

Effect: When your enemy is hit by your ally, you capitalise upon the distraction. Make a melee weapon attack against the creature.


Stand Still

(Optional: 4th Level): Monks

Reaction Trigger: A creature within your reach leaves a square during its movement.

Effect: You strike out when your foe tries to flee. Make a melee weapon attack against the creature.

This variant allows for the option of spells and abilities that force saving throws to have tiers of success. In addition to success (at or above the save DC) and failure (below the save DC), there is critical success (at or above 10 + the save DC) and critical failure (at or below 10 + the save DC). The basic effect of critical success is being completely unaffected, and critical failure being 1.5× damage, however, each spell or ability specifies the details. For those who do not use this variant, they can simply ignore the critical success and failure options listed.

At lower levels, the disparity between saving throws that you are proficient in is lower, but this widens at higher levels. This is excacerbated when using this variant, as critically failing becomes more and more likely. Thus, if you use this variant, giving half proficiency to saving throws that they are not proficient in is advised.

Changes