Reactive Fighting - A different approach

Using your reaction during fight’s should not be limited to just taking a swing at your adversaries, though this archaic practice has its benefits, the constant use of opportunity attacks gets rather dull at times - With this guide, you’ll be able to take your reactions to a new level - giving aid, providing new opportunities for advancement, the possibilities are endless!

New Features

Aided Evasion:

If an ally within 5 feet of you makes a dexterity saving throw, and you possess the evasion feature, you may use your reaction to grant them advantage on their saving throw - on the result of a 20, they gain the benefit of your evasion feature.

Can’t be Caught Unaware:

If your party is both surprised and you possess the Alert feat, you may use your reaction to remove the surprised effect on one ally within 10 feet of you. The affected ally may take their turn as normal within the initiative order.

Down but Not Out:

If an Ally falls unconscious within 5 feet of you, you may use your reaction to prepare any potion of healing that currently resides on your person (not within a bag of holding, or any other interplanar means of carrying items), after doing so feeding the potion to your ally will now become a bonus action on your turn, and will not cost you any movement.

Give me a Hand:

If your allies move within 5 feet of you on their turn, you may expend your reaction to aid their movement, granting your allies an additional 10 feet of movement

Know Thy Enemy:

Using your reaction, you choose to look at an enemy you can see within 60 ft. range. After doing so, you may look into ONE of the following attributes of their character, utilizing its corresponding skill:

PERCEPTION:

Looking at the base aspects of a creature's weaponry, you may ascertain what type of armor and weapon a creature has equipped currently. This feature may not be used to ascertain a bonus to hit or Armor Class.

MEDICINE:

Using your knowledge of wounds, whether created or repaired, you may make a check to ascertain how the creature is looking physically, and whether or not it is close to death. This feature cannot be used to gain the exact amount of hitpoints a creature has left.

ARCANA:

You take a moment to tap into the arcane nature of your surroundings, upon a successful arcana check, you may ascertain whether a creature's equipment is magical, cursed or otherwise.

INSIGHT:

The way a creature carries itself when they know help is on its way is markably different, utilizing an Insight check (contested by Deception), you may ascertain whether more of the same type of creature is nearby, but cannot ascertain numbers or location.

NATURE:

Remembering your studies of the natural world, you make a nature check to ascertain the origin and type that a single creature falls under. This feature can be used to gain the knowledge of whether a creature is a Celestial, Fiend, Undead, Construct, etc.

SURVIVAL:

You've seen all types of creatures, fight of flight is a symptom of nature you know too well. You may learn of the base instincts of these creatures or any similar. This can be used to determine whether a creature will stay to fight to the death, or run away with their tails between their legs.

Learning from the Bard:

​If an ally is melee attacked within 15 feet of you, you may use your reaction to make an Intimidation ​or Deception ​check to distract the target. They must make either a Wisdom (Insight) or Charisma check against a DC of 10 + half your roll. If they fail, they are fazed by your words and their attack is at made disadvantage

Protection at Will:

If an ally within 5 feet of you is attacked, using your reaction, but before the roll from the Dungeon Master is announced, you may use your reaction to increase your ally’s Armor Class by HALF your dexterity modifier (Rounded down) - Minimum 1. A creature may only gain the benefit of this feature from one ally at a time.

Saving Grace:

If an ally falls prone off an edge within 5 feet of you, you may expend your reaction to make a dexterity check (DC 15) in order to prevent the fall. If you are outside of this radius, but the fall lies within your horizontal jumping distance (Half your strength Score) , you may make this check at disadvantage. After making this check, you fall prone at the edge, regardless of success or not.

Stay With Me:

If a creature moves outside Melee distance and is of a size which you can grapple, you may use your reaction in order to make a contested athletics check, on a success, you decrease their movement by 5 + your strength modifier. You may also make this check at disadvantage, on a success, the creature’s movement is halved and is afterwards considered Grappled. Doing this provokes an attack of opportunity.