Exertions
To make combat more engaging, interactive, and exiting creatures will have access to a new feature called exertions. Exertions will allow creatures to perform special actions a limited number of times per day. Both creatures and players will have access to exertions, but not all creatures and players will have access to the same ones. By default, players will have access to 1 exertion per long rest. Players can increase the number of exertions they can do per day by choosing a feat or by taking a risk and pushing themselves beyond their limits. To perform additional exertions, a creature must expend hit die equal to half their maximum (rounded up). Players and creatures also regain an exertion whenever they crit.
Permeative brace. As a bonus action you can spend one of your Exertions to gain temporary hit points equal to 4 times your level. These temporary hit points go away at the beginning of your next turn, unless you choose to expend a hit die to extend their duration by another turn.
Rolling momentum. As a reaction to a creature missing an attack on you or when you succeed a dexterity saving throw or ability check, you can move up to half your movement without provoking opportunity attacks. This movement is uninhibited by difficult terrain or obstacles.
Destined strike. Your next spell, attack, or similar ability ignores any effects that would otherwise cause disadvantage. The effect of this ability also ignores resistances.
Adrenaline Recovery. As a bonus action, can expend a number of hit dice up to half your hit dice maximum to heal as if you were using them to during a short or long rest, except you don’t add your constitution modifier to the rolls.
Parting Words. As a part of going unconscious as due to being recued to 0 hit points, you can take one free action to take the attack action immediately after effect that trigged this exertion. During this attack action, all healing you receive is prevented, and when you fall unconscious, you automatically fail one death saving throw. This failure does not trigger any wounds.
Heroic Intervention. If a creature within 10ft of you is targeted by an attack, you can use your reaction to move and replace that creature’s space. If the creature is willing or shoved, they move to a space within 5ft of their original position. Instead of hitting the intended creature, you provide total cover against the attack for the creature. You must be at least the same size or larger than the creature you are protecting and must use this feature before the outcome of the attack is determined and only if you are able to move. This movement does not provoke opportunity attacks.
Deft Strike. The next time you roll the damage for an effect or attack, you can choose to reroll all the dice for the damage. You must use the new roll.
Defiant conviction. The next time you would make a death or wound saving throw, you instead succeed. You may only use this exertion before you know the outcome of the roll.
Calculated assault. A spell, ability, or attack that affects a creature also affects any additional creatures within 5ft of the original effect.
Disrupting force. As a part of a successful spell or attack you may knock a creature prone, disarm them of a weapon, or push them back 5ft.
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