Combat in Numidius | World Anvil

Combat

Combat in the Numidius is played in rounds. Each round represent 6 seconds in real time and is broken down into turns, with each individual character on the battlefield getting a turn of their own. The order of turns depends on the initiative and other factors that will be discussed here.


 

Initiative

Combat begins with both sides rolling 1d20 and adding their Dexterity modifer to the die's score. The creature or object with the highest initiative goes first, the second highest goes second and so forth until the last. Companion creatures and followers share the same initiative score as their respective player character.

Surprise

A creature that was surprise cannot move or take any kind of action during their first turn in comabt and no reaction until the end of the first round.

Contested Initiative

If two creatures who are fighting on the same side have the same initiative score, and their intellience score is higher than 8, they can share the same turn. If not, the one with the highest Dexterity Modifer goes first. If the two also share the same Dexterity modifer they roll again to compete for the spot.

Actions

During combat you can take several kinds of actions, but you'll mostly be restricted to use 1 regular action. This action can be an attack on another creature, casting of a spell, a dash to double your movement speed or another option. You can also forgo moving, taking an action, or doing anything at all on your turn.   Along with movement, you may take 1 regular action and 1 bonus action during your turn. You can also use 1 reaction per round, unless you have feats or abilities that override this rulling.

Bonus Actions

Various features, spells, and other abilities let you take a bonous action. This is an additional that can be used only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You can take only one bonus action on your turn.   You choose when to take a bonus action during your turn, unless the bonus action's timing is specified. Anything that would deprive you of your ability to take an action also prevents you from taking a bonus action.

Reactions

A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.

Examples of actions:

(For the full list click here)

Climb on Bigger Creatures

After making any ability checks necessary to get into position and onto a creature two sizes bigger than you, use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If you wins the contest, you successfully moves into the target creature's space, you move with the target and have advantage on attack rolls against it. Movement while on climbing or on top of a larger creature is treated as if the space is difficult terrain.

Disarm

If you are profficient with the weapon you use, you can use your attack to knock a weapon or another item from a target's grasp. You make an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the attack causes no damage or other ill effect, but the defender drops the item. If you miss, the result of the attack is up to the DM discression. You have disadvantage on the attack roll if the target is holding the item with two or more of its limbs. The target has advantage on its ability check if it is larger than you, or disadvantage if it is smaller.

Mark

When you make a melee attack, you can also mark it as your primary target, focusing soley on them. Until the end of the attacker's next turn, you can not take any reaction against other targets, but you can make an attack of opportunity if the target takes any kind of action and you gain advantage for the attack. You can only have one marked target at a time.

Using Magic

Magic serves a pivotal role in combat and using it wisely can be the decisive factor in living to fight another day or ending the adventure. Unless your class dectates otherwise, you will have access only to your prepared spells while in combat.

Casting a Spell

Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so you might often uses your action in combat to cast such spells. Regardless of if a spell took an action or not, you can not manifest more than 1 magical effect per round. Magical items are excluded from this limitation and can be used in conjunction with a spell.

Activating Magic Items

Unless specifed otherwise in the item details, activating a magic item can be done using either by an action or by a bonus action. No more than 1 magic item can be activated at the same turn.

Blocking Spells

When an enemy you can see or hear casts a spell, you can use your reaction to make an Intelligece (Arcana) check to see if you can recognize the spell against a DC of 15 + the spell's level. If you know the spell, you can use your reaction to cast it backwards and cancel it even if you do not currently have it prepared. A cancled spell fails, Any materials consumed by both casters are consumed. If you know the spell and rolled a natural 20, you may choose to instead manifest the spell at the caster's location.

Casting without spellslots

If you already expended the needed spell slot, or if you prefer to keep it for later, you may cast a spell without using a spell slot. While doing this can have disastrous effects on you, you might find the option to do so usuful in a pinch. If you cast a spell without expending a spell slot, refer to the blood magic article.

Concentration

When a spell must be maintained with concentration, normal activity, such as moving and attacking, doesn't interfere with concentration. When you in risk of loosing concentration you roll a Constitution saving throw of DC 10. If you lose concentration, the spell ends. The following factors can instantly break concentration:
  • Casting another spell that requires concentration as you can't concentrate on two spells at once.
  • When taking damage you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, make a separate saving throw for each source of damage.
  • You lose concentration on a spell if you are incapacitated or if you or a group member dies.

Using Items

You can normally interact with most objects that are within your reach while doing something else, such as pushing a switch, knocking a vase or pulling a leaver. When an object requires your action for its use, you take the Use an Object action.

Throwing an Object

You may use your bonus action to toss it with force at a target. The target makes an Dexterity (Athletics) check with a DC of 10 + Your Dexterity modifer. If it hits, the attack is considered as an improvised weapon. Objects that are throwable by defenition, such as granades or throwing knives can be used as with bonus action as well. If an object has on touch properties in its details, those effects can be triggered depending on the GM

Consuming an Item

Consuming an item can usually be done using a bonus action. However, if the item requires you to roll for a numerical score, such as a healing potion, you may use a regular action to consume the item in full and get its maximum potential. This may vary depending on the item and the GM discression.

Carrying an Object

While carrying an object or a creature in combat that is not used for fighting, your attacks have disatvantage. If the object or creature weights a third or more of your remaining carrying capacity, your movement speed is reduced by half. You can drop the object or create without expending any kind of action, or gently put it down using an action.

Critical Hits

A critical hit represents a precice and deadly attack on an enemy. Critical hits are often deadly and can sometimes kill a target instantly. Depending on the attack's damage type, additional effects may apply on the target.

Damage

When dealing a critical hit, you calculate the damge output by taking the attacks maximum potential, including any and all modifiers, and adding it to your normal damage calculation. Finally, add the effect that corespond with the attack damage type from the section above.

Injuries

Critical hits cause injuries that impairs the target's performance until it finishes a long rest or are healed. Some injuries require special care for proper healing while others, such as the loss of an eye, can not be healed at all.

Coup de grâce

If the target of an attack is considered flatfooted, sleepping or otherwise unable to respond, the attack automatically succeeds as a critical hit. Depending on the type of the creature, if the attack is done ourside of combat or innitiative, it might kill the target outright.

Massive Damage

When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the following table.
  For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.  
d10Effect
1-5Nothing happens
6The creature can't take reactions until the end of its next turn
7The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn
8The creature is stunned until the end of its next turn
9The creature drops to 0 hit points but is stable
10The creature drops to 0 hit points

Damage Types

Depending on the weapon or spell used, different kind of damge type is dealt during the attack. Some creatures or objects are more resistant to certain types of damage, while others are suseptible to certain types. Sometimes, a creature might have both resistances and weaknesses to certain damage types. If the difference between an attack roll and the target AC is higher than 5, and the target is not resistant to the damage type, an additional effect on the target is applied to the attack, depending on the type of damage dealt. A target that is weak against a certain damage type will always recieve the additional effect.
 

Acid

On hit: Loweres the target's AC by 1 point until the end of their next turn.
Critical Hit: Permenantly removes 1 point of AC from the target until it changes its armor or replaces the damaged part.

Bludgeoning

On hit: adds +1d8 bludgeoning damage to targets in heavy armor or plate.
Critical Hit: Knocks the target prone and makes it disoriented until the end of its next turn.

Fire

On hit: Sets the target on fire until its next turn or until the flame is put out.
Critical Hit: Sears the target for an additional 2d6 fire damage and sets it on fire for 1d4 turns.

Force

On hit: Depending on the size of the target, pushes it away in a straight line from the direction it was hit. Small creatures are pushed back 15 feet, large creatures are pushed back 10 feet and huge creatures are pushed back 5 feet. Larger creatures are unaffected.
Critical Hit: Disorientes the target for 1d4 and pushes it 20 feet in a straight line from the direction it was hit.

Lightning

On hit: Shocks the target, preventing them from taking an attack of oportunity on their next turn
Critical Hit: Stuns the target for 1d4 turns.

Necrotic

On hit: Prevents the target from gaining health through magical or divine sources until its next turn.
Critical Hit: Lowers the target maximum HP by 1d10 for 1d10 days.

Piercing

On hit: Puncures the target, making it bleed for 1d4 turns.
Critical Hit: Injures the target with 1 additional severe effect of your choosing.

Poison

On hit: Poisoning the target, adding 1d4 poison damage.
Critical Hit: Sends the target into shock, causing it to become Paralyzed until the poison is removed from its blood.

Psychic

On hit: Target takes an additional 1d10 psychic damage.
Critical Hit: Target becomes Incapacitated for 1d4 turns.

Radiant

On hit: The damage radiates from the target, damaging nearby enemies for 1d6 radiant damage and twice as much to undead.
Critical Hit: Temporarily restores allies in a 15 feet radius around the target to full health until the end of their next turn. If the affected ally is unconscious or dead it comes back to life with 1 Hit Point.

Slashing

On hit: +1d6 damage to targets in light armor or no armor.
Critical Hit: Applies an additional random medium Injury.

Thunder

On hit: Target is deafened until the end of their next turn.
Critical Hit: All enemies in a 15 feet radius around the target including the target are deafened and the target is knocked prone.
Current Date: 2nd of Latsum, 1572

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