Basic Combat Rules

Dear New Soul, welcome to Ignotas, a world where the everturning gears will only stop when you decide they do. In this article, you will learn the in's and out's of fighting within this world.
May the wheel of destiny turn in your favour.
— Your Gamemaster

When Swords Clash

Flanking Teamwork

When you and an allie surround the enemy, you both gain advantage as long as you are both able to attack in your turn. So if, in the unlikely scenario, you or your companion are touched by medusa, stung by a parabee, stunned out of the pure beauty of the elven tavern lass or simply dead, the respective other person would not gain the oh so sweet advantage.

Potion Work

You and your companions are already at an adventuring level where you are able to drink a health potion in under six seconds. Due to your expertise in downing drinks, you may do so as a bonus action. Though feeding your allie one such potion would constitute a bit more finesse, heat of battle and the three goblins standing right beside you and such... Do take a full action to save your buddy.

Oh So Tired

In this world, when having the blessing of receiving Exhaustion points, you are granted a penalty of -1 for every stack of Exhaustion on every d20 roll. If you were to stack over 10 of those sweet Exhaustion points, you would perish forever. Sleeping of the hangover will only remove one Exhaustion point at a time.

Shutting Eyes in Combat

Should you be bested by your opponent and not be immediately dead, you will start rolling death saves behind the veil of the DMs dice tray. Should you be oh so rudely awakened by your party's healer, or the red liquid that definitely wasn't troll blood in a health potions flask, you will be granted one extra point of Exhaustion.

Tl;Dr

Flanking: gives advantage
Drinking Potions: bonus action on self, action when on allie
Exhaustion System: One D&D
Unconcious: On healing, gain 1 stack of exhaustion.
Changed Rules
Flanking
Potions
Exhaustion
Unconcious

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