AP

Actions

Instead of a move, action, bonus action & reaction in combat, PCs get 3 AP. A players AP recharges at the END of each of their turns.

1 AP can be spent to: attack, move, use a bonus action or reaction, drink a potion, cast a cantrip/bonus action/reaction spell, or use any of the other more obscure actions (e.g., hide). Leveled spells with casting time of 1 action are the only exception, they cost 2 AP.

More Attacks? Making more than your normally allowed attacks each turn is allowed (provided you have enough AP to spend), but these attacks trigger stacking disadvantage: you’ll roll an additional die and remove the highest result for each stack.

Special Abilities

Any feature or ability that allow actions to be made as a bonus action (e.g., Step of the Wind, Cunning Action, Flurry of Blows, Two-Weapon Fighting) instead can be done for 0 AP once/round each (i.e., a monk could use both Step of the Wind and Flurry of Blows for 0 AP, but not use Flurry of Blows twice in a round).

Saving Throw Spells

Spells that trigger saving throws are also considered attacks.However, instead of stacking disadvantage for extra saving throw spells, the savingthrow is rolled with stacking advantage by the target. Damage from these attacks isunaffected by disadvantage and ignores monster armor (see pg. 15).