Critical Hits

When rolling a critical hit on an attack roll, the base damage dice of the attack is maximized.
Ex: You use a dagger sneak attack on a creature and roll a natural 20. You would roll 1d4 + 1d6 + 4 + your damage bonus.

Exhausted

While you are subjected to the Exhausted Condition,you experience the following effects:
Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
d20 Rolls Affected. When you make a d20 Test, you subtract your exhaustion level from the d20 roll.
Spell Save DCs Affected. Subtract your exhaustion level from the Spell save DC of any Spell you cast.
Ending the Condition. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.

Help

When you take the Help Action, you do one of the following:
Assist Ability Check. Choose one of your Skill Proficiencies and one ally who can see or hear you. You give Advantage to the next Ability Check that ally makes with the chosen Skill. This benefit expires if the ally doesn’t use it before the start of your next turn. To give this assistance, you must be near enough to the ally to assist verbally or physically when the ally makes the check. The DM has final say on whether your assistance is possible.
Assist Attack Roll. You momentarily distract an enemy within 5 feet of you, granting Advantage to the next Attack Roll by one of your allies against that enemy. This benefit expires at the start of your next turn.

Heroic Resolve

When affected by the paralysis or stun condition, you can choose to use your turn to remove the condition gaining one level of exhaustion.

Inspiration

You gain inspiration when rolling a critical failure on an attack roll.