Left Behind: Characters gain a level of exhaustion at end of combat if they failed a death save during that combat.
Broken Poise: Fumbles in combat leave you open so that your enemy can immediately use their reaction to make an attack against you.
Stance Break: If you roll max damage on a standard attack, you may immediately make a second attack roll against the same target.>
Critical Hits: Max Damage x2 or a Stunt (disarm foe, grapple, backflip onto a table, etc.) Tactical Shuffle: After rolling Initative, two members of the party can swap Initiative scores. Death Saves: Dungeon Master rolls death saves in secret. Drinking a Potion: Healing potions can be consumed with a bonus action. Not any potion, just healing potions. Potions heal for maximum when consumed carefully outside of combat. Healing is rolled when consumed as a bonus action in combat. Wits: You may use your intelligence modifier to determine initiative if your Ability Score is a 14 or greater. I didn't come here to read: If you have a negative intelligence modifier, you are illiterate. Negative modifiers: If your character has a negative modfifier, that will effect them consistently in play. We can talk about it when you roll your character. Ex: Negative charisma might mean you're very ugly or smelly.
Martial Maneuvers: All Martial classes learn Battlemaster Maneuvers at that subclass's standard progression (3 @ 3, 2 @ 7, 10 & 15.) You have 3 Superiority Dice that are d6s.
Blood Casting: When out of spell slots, all spellcasters can sacrifice an amount of HP equal to their Caster Level + the level of Spell they are attempting to cast. If successful they may add the HP sacrified to the spell's damage. Dark forces may take notice of a spellcaster who relies on this desperate gamble.
Lycanthrope Immunities: Lycanthropes are only immune to death from non-magical, non-silvered slashing, piercing and bludgeoning weapons. Non-magical enviromental damage (like a fall) and the attacks of fantastical creatures can still kill them.