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When you drop to 0 hp for the first time and are healed you become conscious. The next time you drop to 0 hp and are healed, you must succeed on a dc 12 constitution saving throw to become conscious otherwise you wake up in 1d4 hours. Each subsequent time you drop to 0 hp and are healed, the dc of the saving throw increases by 2 until you take a long rest at which point it resets to 12.
any failed death saving throws stick with the character until they complete a long rest.
for each failed death saving throw a character has, the dc to stabilize the character with a medicine check increases by 3.
Lesser restoration and greater restoration can be used to target and remove failed death saving throws.
1 minute duration, once during the duration of the spell when you would take bludgeoning, piercing, or slashing damage you can use your reaction to reduce 1d4 of the damage taken. This increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Good Berry consumes its material component or requires 5gp worth of value.
This spell divines on an item. You learn if an item is magical, the alignment of the creator of the item.
True Strike can target other creatures.
Wish isn't available for players to take, and has been replaced by 2 spells: Minor Wish & Fate Entwined.
Improvised weapons can't be used to make a disarm attempt.
You can use the attack action to make a special attack and lock weapons with your opponent. If you're able to make multiple attacks with the attack action, this attack replaces the final attack. Make a contested atheletics check. If you succeed you love your weapon in a deadly contest with your oppnoent. Any ally within 5ft of the enemy who can draw a line through the enemy to you has advantage on all melee attacks against the enemy. An enemy who has failed the check may choose to end the weapon lock. If they do you may take an attack of opportunity with advantage at them.