Brutal Crits
- Any attack that beats* the AC of it's target by 10 (i.e. 22 or more on an attack roll against a creature with 12 AC) is considered a Brutal Critical Hit
- On a brutal critical hit, roll double dice (i.e. 2d8 become 4d8) but only use the modifiers once (i.e. 1d6+4 becomes 2d6+4)
- On regular critical hits (i.e. natural 20, unless a feat also allows 19 to be critical hits) add one set of dice at the maximum possible roll
- The creature who rolled the critical would only roll one set of dice as normal but then adding a maximum value roll to the rolled value
- For example, 1d8 + 3 would become 1d8 + 3 + 8 (with the final 8 points of damage being from the dice value) and 2d6 + 3 would become 2d6 + 3 + 12
Familiars and Trained Pets
- Familiars and pets that are sufficiently trained do not need to take the owner's bonus action to take simple actions like attacking a nearby enemy
- Complicated commands still require a bonus action (at DM's discretion)
Potions
- Taking a healing potion is a bonus action rather than a full action
- Administering a healing potion to another party member still requires a full action