Drinking a potion is a Bonus Action.
Feeding a potion to another player is still an Action.
Players can award an Inspiration to another player.
A Player can only have a maximum of one Inspiration at any one time.
You can expend an Inspiration to gain Advantage on:
Players can lean out of the hut to gain cover:
Available at The Iron Forge, Mirabar.
Arms and Armour made with these metals cannot be enchanted.
Mithral is a light, flexible metal. A Mithral chain Shirt or Breastplate can be worn under normal clothes. If the armour normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the Mithral version of the armour doesn’t.
While you're wearing it, any critical hit against you becomes a normal hit.
As players grow more comfortable with the rules, it is natural that they will seek out creative ways to conduct themselves in combat to give their party an edge, and it is just as natural for clever DMs to want to better challenge the party by adding to their bag of tricks. Strangulation is an age-old tactic and these rules attempt to provide a way to adjudicate this while providing adequate checks and balances. We think the end result is easy to use, and adheres as much as possible to the letter and spirit of the official rules.
Choke. When you want to strangle someone, you can use the Attack action on your turn to make a special melee attack, a choke. If you can make multiple attacks as part of the Attack action, this attack replaces one of them. It requires two free hands (or one free hand if the target is two or more sizes smaller than you), the target must be within your reach, and you must have advantage against it. Hands used to start the choke cannot be used for anything else until the choke ends. You cannot choke a creature larger than you, and the target must have a neck which you can fully grasp.
You and the target engage in a contested check of Strength (Athletics) versus Strength (Athletics) or Dexterity (Acrobatics) (the target chooses the ability to use). Note that this is a contested skill check, not an attack roll, so your attack advantage does not apply. If you win the contest, the target is grappled and cannot breathe, speak, or cast spells requiring a verbal component. The target is out of breath and immediately begins to suffocate (see below, creatures which do not need to breathe are unaffected by this). You must use an action each turn to maintain the choke, and each time you do so you may choose to automatically inflict 1d4 bludgeoning damage plus your strength modifier. Larger creatures may cause more damage with a choke.
Prior choke attempts do not contribute to a new choke attack against a creature.
Escaping a Choke. Anything which ends a grapple will similarly end a choke. In addition, the attacker can end the choke (or turn the choke into a normal grapple) at any time without expending an action to do so.
Moving a Choking Creature. This is the same as moving a grappled creature.
An easy way to choke a creature is by using a simple weapon called a garrote. This weapon is comprised of a length of wire or sturdy cord which has a handle tied to each end. The attacker grasps these handles, slips the cord around the target’s neck, and pulls the cord tight to choke a victim. To counter the threat of strangulation, however, some creatures wear a piece of neck armor called a gorget which provides resistance against a choke attack.
A garrote is a simple melee weapon. It costs 2cp, only deals damage as a part of the choke action, has negligible weight and has the Two-handed and Special properties. Its entry in the list of special weapons is found below.
Garrote. This weapon can only be used to make a choke attack. Making a choke attack with this weapon removes the requirement for free hands and also removes the limitation on the target’s neck size. Using this weapon allows you to target a creature up to one size larger than you. In addition, you may use Dexterity (Stealth) instead of Strength (Athletics) for initiating the choke, if desired, and doing so against a surprised creature gives the target disadvantage on the first contested check.
This armor is worn on the neck and helps protect against choke
attempts. It takes a full turn to put on or take off. Two types of
gorget exist: leather and plate.
Leather Gorget.
This is light armor and requires proficiency to gain its benefits.
While worn, it doubles your Constitution modifier for the purposes of
determining how many rounds you can survive while being choked. It
weighs 1 lb., and costs 1gp.
Plate Gorget.
This is medium armor, and proficiency with either medium or heavy
armor is required to gain its benefits. While worn, choking attempts
do not prevent you from breathing, speaking or casting spells
requiring a verbal component, and do not cause suffocation. It weighs
3 lbs., costs 25gp, and is included without additional cost or weight
with a full suit of plate mail.
A master of strangulation, you gain the following benefits: