Stormonu
NeoGrognard
Fights to the death. Enemies who never give up until they they're out of hit points.
Sometimes, it's a bit annoying. So I'm strongly considering this optional rule, and I'm curious to see what others think of it.
Once a sentient opponent is reduced to half hit points (bloodied) or less, you can take an action using Deception, Persuasion or Intimidation (the DM determines which, based on your approach) to attempt to force your opponent to drop out of the combat. (Certain subclasses might be allowed to do this as a Bonus Action or possibly a Reaction, such as a Monk of the Way of Mercy, a Rogue Mastermind or a Paladin of Redemption). Normally, you can only target one creature per action, but if you have Second Attack or a similar ability, you can replace one or more of your attacks with an attempt to force a separate target to stop fighting. You can't target a creature more than once per round into attempting to surrender.
Deception DC = 8 + skill modifier (Expertise adds +2 instead of twice PB) vs. target's Wisdom. The attacker lies about their true strength, presence of allies or intentions if the opponent will stop fighting.
Persuasion DC = 8 + skill modifier (Expertise adds +2 instead of twice PB) vs. target's Wisdom. The attacker attempts to persuade the target that they are not an enemy or would benefit from working together instead of against each other.
Intimidation DC = 8 + skill modifier (Expertise adds +2 instead of twice PB) vs. target's Wisdom. The attacker attempts to dissuade the target from fighting by threatening their life or that of someone meaningful to the target.
On a failure, the target takes 1d4 x your character level in psychic damage. You can repeat the action next round if the target fails the saving throw. If the target makes the saving throw, they are immune to attempts to be thusly persuaded for 1 hour. If the target is reduced to 0 hit points by the action, they do not fall unconscious nor make death saves. However, they bow out of the fight, conceding to the attacking character's demands to the best of their ability, running away or otherwise removing themselves as an obstacle to the character's progress.
Allies (or more likely, superiors) of the target can use a reaction to attempt to counter or nullify the attempt to persuade the target to surrender. With such intervention, the target gains advantage on the save.
Certain spells may also affect attempts to persuade a target to surrender. Cloak of Bravery, Remove Fear and Calm Emotions grant advantage on the save. Conversely, Cause Fear would inflict disadvantage on the save, and so on.
Some conditions might also affect the save - being Frightened would certainly inflict disadvantage
It would be wise for the DM to track the psychic damage separate from "actual damage" if the target will be interacted with after the combat ends.
Sometimes, it's a bit annoying. So I'm strongly considering this optional rule, and I'm curious to see what others think of it.
Once a sentient opponent is reduced to half hit points (bloodied) or less, you can take an action using Deception, Persuasion or Intimidation (the DM determines which, based on your approach) to attempt to force your opponent to drop out of the combat. (Certain subclasses might be allowed to do this as a Bonus Action or possibly a Reaction, such as a Monk of the Way of Mercy, a Rogue Mastermind or a Paladin of Redemption). Normally, you can only target one creature per action, but if you have Second Attack or a similar ability, you can replace one or more of your attacks with an attempt to force a separate target to stop fighting. You can't target a creature more than once per round into attempting to surrender.
Deception DC = 8 + skill modifier (Expertise adds +2 instead of twice PB) vs. target's Wisdom. The attacker lies about their true strength, presence of allies or intentions if the opponent will stop fighting.
Persuasion DC = 8 + skill modifier (Expertise adds +2 instead of twice PB) vs. target's Wisdom. The attacker attempts to persuade the target that they are not an enemy or would benefit from working together instead of against each other.
Intimidation DC = 8 + skill modifier (Expertise adds +2 instead of twice PB) vs. target's Wisdom. The attacker attempts to dissuade the target from fighting by threatening their life or that of someone meaningful to the target.
On a failure, the target takes 1d4 x your character level in psychic damage. You can repeat the action next round if the target fails the saving throw. If the target makes the saving throw, they are immune to attempts to be thusly persuaded for 1 hour. If the target is reduced to 0 hit points by the action, they do not fall unconscious nor make death saves. However, they bow out of the fight, conceding to the attacking character's demands to the best of their ability, running away or otherwise removing themselves as an obstacle to the character's progress.
Allies (or more likely, superiors) of the target can use a reaction to attempt to counter or nullify the attempt to persuade the target to surrender. With such intervention, the target gains advantage on the save.
Certain spells may also affect attempts to persuade a target to surrender. Cloak of Bravery, Remove Fear and Calm Emotions grant advantage on the save. Conversely, Cause Fear would inflict disadvantage on the save, and so on.
Some conditions might also affect the save - being Frightened would certainly inflict disadvantage
It would be wise for the DM to track the psychic damage separate from "actual damage" if the target will be interacted with after the combat ends.