If you have the Extra Attack class feature, two-weapon fighting doesn’t use your bonus action.
Readying an attack only uses up one of your attacks.
If a character gets surrounded by two or more attackers, the attackers can divide themselves in two groups flanking the character. The character chooses which group to face, the other group has advantage when attacking the character.
When you drop to zero hit points, you immediately lose one hit die. If you don’t have any left, you fall unconscious until you finish a long rest.
You can use a spell scroll even if the spell is not on your spell list by making an Intelligence (Arcana) check of DC 5 + the spell’s level. On a failed roll, you suffer a scroll mishap (see DMG p. 140).
You automatically know the following spells and cantrips if they appear on your spell list: druidcraft, hex, hunter’s mark, prestidigitation, and thaumaturgy.
The casting time of counterspell is one action instead of one reaction (so you have to ready it on your turn).
When you roll a natural 1 on a weapon attack, your weapon is damaged, giving a cumulative -1 penalty to damage until it is repaired.
When someone rolls a natural 20 on a weapon attack against you, your armor is damaged, giving a cumulative -1 penalty to AC until it is repaired.
Path of the Berserker: Frenzy does not cause exhaustion, but the bonus attack is made with disadvantage.
Wildshape: Half of the damage you take in beast form carries over to your regular form.
Champion: Your maximum hit points are increased by 1 per level.
Path of the Four Elements: The ki cost of all elemental disciplines is reduced by 1.
Paladin Aura of Protection: You must choose one saving throw to grant the bonus to. You can change the saving throw as a bonus action.
Beastmaster: When you take the Attack action, you can use a bonus action to command your companion to make an attack against the same target.
Readying an attack only uses up one of your attacks.
If a character gets surrounded by two or more attackers, the attackers can divide themselves in two groups flanking the character. The character chooses which group to face, the other group has advantage when attacking the character.
When you drop to zero hit points, you immediately lose one hit die. If you don’t have any left, you fall unconscious until you finish a long rest.
You can use a spell scroll even if the spell is not on your spell list by making an Intelligence (Arcana) check of DC 5 + the spell’s level. On a failed roll, you suffer a scroll mishap (see DMG p. 140).
You automatically know the following spells and cantrips if they appear on your spell list: druidcraft, hex, hunter’s mark, prestidigitation, and thaumaturgy.
The casting time of counterspell is one action instead of one reaction (so you have to ready it on your turn).
When you roll a natural 1 on a weapon attack, your weapon is damaged, giving a cumulative -1 penalty to damage until it is repaired.
When someone rolls a natural 20 on a weapon attack against you, your armor is damaged, giving a cumulative -1 penalty to AC until it is repaired.
Path of the Berserker: Frenzy does not cause exhaustion, but the bonus attack is made with disadvantage.
Wildshape: Half of the damage you take in beast form carries over to your regular form.
Champion: Your maximum hit points are increased by 1 per level.
Path of the Four Elements: The ki cost of all elemental disciplines is reduced by 1.
Paladin Aura of Protection: You must choose one saving throw to grant the bonus to. You can change the saving throw as a bonus action.
Beastmaster: When you take the Attack action, you can use a bonus action to command your companion to make an attack against the same target.