New Actions

Based on http://blog.kittenhugs.com/2015/07/martial-options.html?m=1

Aim
When you take the Attack action on your turn and make a ranged weapon attack againast a target that has cover, you can attempt to aim at it precisely. Make a Wisdom (Insight) check with a DC of 10 + the target’s current bonus to AC from cover. On a success, you make the attack and the target loses its bonus to AC from cover. On a failure, you make the attack at disadvantage and the target retains its bonus to AC from cover. You can only aim one attack per turn in this manner.

Feint
When you take the Attack action on your turn, you can make a false strike to catch a creature off-guard with one of your attacks.
You can’t make a feint with an attack if you would have disadvantage on the attack. Make a Charisma (Deception) check contested by the Wisdom (Insight) check of your attack’s target. If you succeed, your attack against it is made with advantage. If you fail, your attack against it is made with disadvantage. Any creature that has seen you attempt a feint has advantage on Wisdom (Insight) checks against your feints for 24 hours.

Goad
When you take the Attack action on your turn, you can forgo one of your attacks to goad a hostile creature into attacking you.
Choose one creature that can hear you and is within 60 feet of you. Make a Charisma (Persuasion) check contested by its Wisdom (Insight) check. If you succeed, the target has disadvantage on attack rolls against creatures other than you until the end of your next turn. Once you attempt to goad a creature, it has advantage on Wisdom (Insight) checks against your goads for 24 hours.

Lunge
When you take the Attack action on your turn, you can make a DC 15 Dexterity (Acrobatics) check to increase your reach with one attack by 5 feet. If you fail the check, you make the attack but automatically miss. You can only attempt a lunge once per turn in this manner.

Menace
When you take the Attack action on your turn, you can forgo one of your attacks to frighten a creature.
Choose a creature within 10 feet of you, and make a Charisma (Intimidation) check contested by its Wisdom (Insight) check. If you succeed, the target is frightened of you until the end of your next turn. Once you attempt to menace a creature, it is has advantage on Wisdom (Insight) checks against your menaces for 24 hours. Barbarians have advantage on menace contests while raging.

Wrestling
You can use a bonus action to make a grapple contest against a creature you are grappling. If you win the contest, you can choose to shove the grappled creature prone or make it restrained until the beginning of your next turn.
If you are grappling a creature on your turn, you can use your action to choke it. Make a grapple contest with the creature. If you win the contest, the creature can no longer breathe for the duration of the grapple, and at the beginning of your turn while the grapple is maintained, the amount of time the creature can hold its breath decreases by 1 minute.

These, as well as the following, have been added to https://redemption.studio/rpgs/rules/.

The Shield Bash action kinda trivializes the Shield Master feat

Sure! I hadn’t discussed any of this. Do tell more.

As it stands, according to the PHB, the only ways to actually “use” your shield is with the Protection Fighting Style or the Shield Master feat.

Specifically, the Protection Fighting Style allows the use of your reaction to place disadvantage on an attack against a target within 5 ft. of you. The Shield Master feat allows for the use of a bonus action to shove a creature within 5 ft.

Having re-read the Shield Bash Action, I now realize it is an Action, and not a bonus action, so perhaps it isn’t infringing upon what Shield Master does.

It would certainly provide an extra level of “what do” with the shield, allowing a lot of use out of it.

Updating Goad to a perform action and changing Persuade to be utilized by Parley.

Goad
When you take the Attack action on your turn, you can forgo one of your attacks to goad a hostile creature into attacking you.
Choose one creature that can hear you and is within 60 feet of you. Make a Charisma (Perform) check contested by its Wisdom (Insight) check. If you succeed, the target has disadvantage on attack rolls against creatures other than you until the end of your next turn. Once you attempt to goad a creature, it has advantage on Wisdom (Insight) checks against your goads for 24 hours.

Parley
When you take the Attack action on your turn, you can forgo one of your attacks to parlay a hostile creature.
Choose a creature within 20 feet of you, and make a Charisma (Persuasion) check contested by its Wisdom (Insight) check. If you succeed, the target is charmed of you until the end of your next turn. Once you attempt to parley a creature, it is has advantage on Wisdom (Insight) checks against your parleys for 24 hours.