Combat Expanded in Syrik | World Anvil

Combat Expanded

General Combat

Combat & Movement Actions

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Climb onto a Bigger Creature

  • If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, unless however, magic has granted the grappler supernatural might.
  • As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses the grapple action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.
  • The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to the DMs discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Dirty Trick

  • A creature can attempt to hinder another creatures ability to fight for a time through the use of dirty tactics, and desperate action. You can use the Attack action to make a Special melee Attack, known as a dirty trick. If you're able to make multiple attacks with the Attack action, this Attack replaces one of them.
  • The attacker makes a skill check as appropriate for the desired effect and the nature of the intended action. This action is contested by an appropriate skill check as appropriate to the desired effect and nature of the intended action. If you succeed, the subject of this attack suffers from your choice of the following conditions: Antagonized, Blinded, Dazzled, Deafened, Entangled, Muted, Prone, Shaken, or Sickened; this condition remains until the end of your next turn, or until the target uses the Use an Object Action to clear away the dirty tricks effect.
  • The dirty trick must be something that would reasonably cause this condition on the target, subject to DM discretion. For example, If you were to attempt to throw sand in the eyes of a basilisk to blind it using dirty trick, the DM could call for a Strength (Athletics), Dexterity (Sleight of Hand), or perhaps another skill based upon how you word your attempted use of this ability. Another example could be, If you were to attempt to jab the butt of your axe haft into the throat of a creature to cause it to choke for a brief period thus gaining the Muted condition, the DM could perhaps call for a Strength (Athletics) check on this, or perhaps another skill check. Regardless on what condition you wish to apply, you are encouraged to flavor-fully describe your action and the desired condition you wish to apply.
  • The DM is the final arbiter on what skill check you must roll to attack, and what skill skills the defender can choose to use to defend with.

Disarm

  • A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll with their weapon, a Strength (Athletics), Strength (Sleight of Hand), or Dexterity (Sleight of Hand) check contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
  • The target has advantage on their check if they are holding the item with two or more hands. You have advantage on your check if you are larger than the target, or disadvantage if you are smaller.

Feint

  • A creature can attempt to distract or trick another creature into believing an attack is coming from another direction or not at all. You can use an action to attempt a Feint against a creature within your melee attacks reach. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. A creature with Cunning Action can use their Bonus action to use this maneuver.
  • As a part of this action, you make a Charisma (Deception) or Dexterity (Sleight of Hand) check contested by the target's Wisdom (Insight), Wisdom (Perception), or Wisdom (Tactics) check (the target chooses the ability to use). If you succeed, all attacks that you make against the feinted creature are made at advantage, so long as they are made by the end of your next turn; however, if you fail to feint your target, attacks against you are made at advantage by your target until the start of your next turn, as you are thrown off balance, multiple failed attempts apply a cumulative -1 penalty to your Armor Class.

Grappling

  • When you want to grab a creature or wrestle with it, you can use the Attack action to make a Special melee Attack, a grapple. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.
  • The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an Attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the Grappled condition (see Conditions ). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
  • A character with the Martial Arts feature can instead choose to use their Dexterity (Acrobatics), instead of Strength (Athletics) when making a grapple attempt.
  • Escaping a Grapple: A Grappled creature can use its action to Escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
  • Moving a Grappled Creature: When you move, you can drag or carry the Grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Opportunity Attacks

  • A creature can make an opportunity attack when a hostile creature that they can see moves further than 5 feet away from them or out of their reach, or when a hostile creature stands up while within their reach. To make the opportunity attack, you use your Reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach, or as the creature is just beginning to stand from prone.
  • A creature can avoid provoking an opportunity attack by taking the Disengage action, certain features can ignore Disengages ability to avoid reaction attacks. You also do not provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you do not provoke an opportunity Attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.
  • A creature standing up from prone that provokes an opportunity attack, cannot be knocked prone again with that opportunity attack, even if their speed is reduced to 0 for that attack.

Overrun

  • A creature can try to push through a hostile creature’s space, forcing their way past the opponent. As a part of the attack action or as a bonus action, the overrun creature makes a Strength (Athletics) check contested by each hostile creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If the overrun creature wins the contest, they can move through the hostile creature’s space once this turn; if the overrun creature fails against any creature that they attempt to overrun past, they are stopped in their movement, and pushed to the nearest available space from the direction of their overrun's previous space. Additionally, if the overrun creature is of a larger size-category than the target of this maneuver, the overrun creature gains advantage on their Strength (Athletics) check to overrun past that target, should the overrun creature be of a smaller size-category than the target of this maneuver, the overrun creature suffers from disadvantage on their Strength (Athletics) check to overrun past that target.
  • If you’re able to make multiple attacks with the Attack action, this action replaces one of them when used as an action.

Shove Aside

  • With this option, a creature uses the special Shove maneuver to force a target to the side, rather than away. If the attacker does not have a hand free, it has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach. This otherwise functions as the Shove maneuver, as shown below.

Shove

  • Using the Attack action, you can make a Special melee Attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.
  • The target must be no more than one size larger than you and must be within your reach. Instead of Making an Attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you, up to an additional 5 feet pushed for every 4 your skill exceeds the targets roll.
  • A character with the Martial Arts feature can instead choose to use their Dexterity (Acrobatics), instead of Strength (Athletics) when making a shove attempt.

Squeezing into a Smaller Space

  • A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.

Sunder

  • A creature can choose to attack an object held or worn by a creature instead of the creature themself. The attacker makes an attack roll against the AC of the object with a bonus to its AC equal to the defender's Dexterity modifier, if any. If the attacker wins the contest, the attack goes against the object instead of the creature. This maneuver replaces an attack from the attack action.

Tumble

A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As a part of the attack action or as a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by each hostile creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If the tumbler wins the contest, they can move through the hostile creature’s space once this turn; if the tumbler fails against any creature that they attempt to tumble past, they are stopped in their movement, and pushed to the nearest available space from the direction of their tumbler's previous space. Additionally, if the tumbler is of a smaller size-category than the target of this maneuver, the tumbler gains advantage on their Dexterity (Acrobatics) check to tumble past that target, should the tumbler be of a larger size-category than the target of this maneuver, the tumbler suffers from disadvantage on their Dexterity (Acrobatics) check to tumble past that target.
  • If you’re able to make multiple attacks with the Attack action, this action replaces one of them when used as an action.

Critical Confirm

When you make an attack roll (d20) and get a natural 20, you hit regardless of your target’s Armor Class, and you have scored a “threat,” meaning the hit might be a critical hit (or “crit”). To find out if it’s a critical hit, you automatically make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made, including advantage/disadvantage. If the confirmation roll also results in a hit against the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn’t need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.  

Delaying Turn

During the first round of combat, or the first round of combat in which you can act, when you would gain your turn, you can willingly lower your initiative in the round, you may do so once, choosing your new initiative count at the time of your delay.  

Damage Reduction (DR)

Damage reduction (or DR) is the amount of damage a creature ignores from attacks.
  • DR 2/Physical would negate 2 damage from any Physical damage source.
  • DR 2/Cold Iron would negate 2 damage from any non-cold iron Physical damage source.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.  

Instant Death

Massive amounts of damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. A DM may turn this off as an optional rule, but you should assume it's on by default unless told otherwise.   For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.  

Passive and Free Skill Checks

Free Checks

A player character receives a free ability check that they can make once each round on or off of their turn, based upon the situation at hand. This ability check cannot be one that would require a greater dedication of time, such as an Investigation check looking over a room, or a lengthy speech, nor can it be for a skill that is modified by a class feature to reduce its action requirement, such as the Cunning Action feature allowing one to Hide using the Stealth skill as a Bonus Action.  

Passive Checks

A passive check is an ability check that doesn't involve rolling any die. It can represent averages, such as deciding whether you spot a hidden monster you pass. Player characters have the below passives, which can be modified through other means.
  • Passive Insight, Investigation and Perception scores are equal to 5 + their bonus in the related skill.
  • Passive Tactics score is equal to 10 + bonus in the Tactics skill.
  • All other skills that require the use of a Passive check have a passive score of 10 + their bonus in the related skill.
  • Mobs and other hostiles have a passive value of 10 + their bonus in the related skill + any other modifiers they may have.

Simultaneous Effects

Source: XGE
Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table—whether player or DM—who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first.  

Splash Weapons

This is a reference from the Weapon Properties section of the Equipment Guide.

A weapon with this property causes all creatures within a 5ft per splash score radius burst of the target creature to make a Dexterity saving throw (DC 8 + the weapons average damage) or suffer the weapons minimum damage. You may increase the DC of this property by 1 for every +2 added to the Craft DC. A successful save halves this damage.   Should you miss with a Splash weapon, you must roll a d8 to determine where the weapon lands, with a 1 being the space directly to the north-west of your target, and going in clockwise order from there with each number on the d8, this determines the trajectory of the attack. For every 4 by which you miss your targets AC, the weapon lands an additional 5 feet away from the intended target within the trajectory of the attack. This property increases the value of any weapon made with it by 5gp.

 

Two-Weapon Fighting

When you take the Attack Action with a TWF enabled weapon in one hand, and you have not made attack rolls with your Bonus Action during this turn:
  • The weapon that you took the original Attack Action with is considered your Main-Hand Weapon, while the weapon in your other hand is considered your off-handed weapon. Both weapons must Enable TWF rules to allow for two weapon fighting.
  • A weapon with the Light or Fine weapon property is considered Enabled for TWF rules. Other such features may apply as well, such as the Dual-Wielder feat regarding one-handed weapons.
  • If you have an Off-Hand Weapon, you may choose to make an Off-Hand Attack with it. After making an Off-Hand Attack, your Bonus Action during this turn may not be used to do anything that would cause an attack roll. This includes spells, features, abilities, and so on.
  • You don’t add your ability modifier to the damage of an Off-Hand Attack, unless that modifier is negative.
  • If your Off-Hand Weapon has the Thrown property, you can throw the weapon with your Off-Hand Attack instead of making a melee Attack with it.

Stamina and Martial Combat

Every creature has a Stamina score equal to half of their Constitution score + their Proficiency bonus. A creature can spend stamina to perform a greater variety of actions, often with their basic Attack Action, an Attack cannot benefit from more than one Stamina option, unless otherwise noted. Basic Stamina options are as follows:
  • Bash (1): Requires a martial attack of any type. You swing your weapon with aimed and calculated force, spend (1) Stamina before you make an Attack roll to proclaim it as a Bash Attack, the Attack deals an additional dice worth of damage, the die size is equal to double your Proficiency bonus, minimum 1d6 (+2 = 1d6, +3 = 1d6, +4 = 1d8, +5 = 1d10, +6 = 1d12). The damage type of this die is is the same as the attack itself. This extra die of damage is multiplied on critical hits as normal.
  • Charge (2): You can spend (2) Stamina to move up to your speed and make a single martial attack as an Action at the end of this movement. You can apply a second Stamina attack option to this feature; any Bash or Strike bonuses applied on this attack are doubled. You must move at least 10 feet before making this attack to use this feature.
  • Run (2): You can spend (2) Stamina when you would Move to move an additional 1d4x5 feet this turn. If you use this feature on subsequent rounds, every round thereafter that this is used, you gain an additional 1d4x5 feet of movement, up to a total bonus of 4d4x5 feet of additional movement.
  • Step (2): You can spend (2) Stamina to move 5 feet without provoking an Attack of Opportunity, as if you had Disengaged; however, if you do so, your movement for the remainder of the round is halved.
  • Strike (1): Requires a martial attack of any type. You thrust your weapon towards your targets weak or exposed spots, spend (1) Stamina before you make an Attack roll to proclaim it as a Strike Attack, the Attack gains a bonus on the Attack roll equal to one-half of your Proficiency bonus, rounding down (+2 = +1, +3 = +1, +4 = +2, +5 = +2, +6 = +3).
Any expended points of Stamina are replenished after completing a long rest.
Should your Stamina be reduced to below 0, you gain a Level of Exhaustion; you gain an additional level of Exhaustion for every Stamina action you take while below 0 Stamina.

Spellcasting

Hampering a Spellcaster

  • While Pinned or similarly detained you are unable to cast spells with somatic components, even if you were to use little or no hand gestures. The Subtle Spell metamagic option ignores this.
  • You cannot cast spells with verbal components when you are Muted, gagged, or are similarly unable to speak, even if you were to speak very loudly. The Subtle Spell metamagic option ignores this.

Quickened Spell

When you empower a spell with the Quickened Spell Metamagic feature, you are able to cast 2 leveled spells in the same turn instead of the normal 1 per turn limit.  

Empowered Casting

As a Bonus Action whenever you would cast a leveled Concoction or Spell, you can spend 2 points of Stamina to attempt to increase the force of the spell or its potency. If you attempt to Empower a spell in this way you must make a Concentration check with a DC equal to 10 + double the level of spell you are attempting to enhance. If this succeeds your spell is cast one spell level higher than normal and the spell gains one of the following boons:
  • You deal an additional +2 damage for every die of damage in the spell. This can be used on Healing spells to boost their healing.
  • You deal an additional 5 points of damage per spell level of the spell. This can be used on Healing spells to boost their healing. This is only taken if the spell does not use damage dice.
  • You gain a +1 on Spell Attack rolls with the spell.
  • The spell's range is increased by 25%, this stacks up to 50% with Subtle Spellcasting's Loud feature.
  • The spell's duration is increased by 25%, this stacks up to 50% with Subtle Spellcasting's Exaggerated feature.
These effects only apply for one instance of a given spell, and only apply on the first round of their effect. You can extend it to an additional instance/round by spending 1 Stamina at the start of your turn.
A sorcerer can apply the effects of Empowered Casting whenever they apply a Metamagic effect to a spell, this is done as a part of the action used to apply the Metamagic effect. You still must spend the Stamina and make the Concentration check as normal when you do so, the action required to Empowered Casting is simply negated.
If this fails, the spell is not cast and the slot is lost. If you fail this Concentration check by 5 or more, you suffer a Mishap, as shown on the Spell Mishap table below.

Table: Spell Mishap

Percentile Effect
01 - 10 Nothing Happens
11 - 13 The casters next spell cast within 24-hours has its effectiveness; range, duration, AoE, damage, etc. reduced by 50 percent.
14 - 22 The spell malfunctions, and the caster suffers 1d6 damage per level of spell cast, this damage is unmitigated.
23 - 28 The caster's hair, or complexion turns pale as if stricken by stress, as appropriate for the caster's race.
29 - 40 The caster is stricken with the inability to control the spheres of magic, you cannot utilize the Concoctions, Pact Magic, or Spellcasting feature for 1 round.
41 - 50 Blackout, the caster is Stunned for 1 round.
51 - 69 The caster is Blinded for 1d4 rounds, receiving a Constitution saving throw, DC 15, at the end of their turns to end the effect early.
70 - 74 The caster is Paralyzed for 1 round.
75 - 79 The caster draws too much energy from the positive or negative sphere of magic, the intended target, if a beneficial spell, is damaged for 1d8+1 points of damage per spell level. If detrimental, the intended target is instead healed for the same amount.
80 - 94 The caster suffers from an Arcane Shock; they lose one spell of their lowest level available, if any, as if they had cast that spell with no effect.
95 - 99 If you were casting a beneficial spell, a random foe is instead the target of the spell; if you were casting a detrimental spell, a random ally is instead the target of the spell.
100 The caster suffers from an Arcane Surge; they lose one spell of their highest level available, if any, as if they had cast that spell with no effect.

Overclocked Magic

A spellcaster can attempt to weave more power into their spells as they cast them. This is not without risk; deviating from the stable, standard formulation of the spell risks collapse of the spell and the magical energy therein.

Desperate Casting

As a Bonus Action + the Action required to cast your intended Concoction or Spell (An Action + Bonus Action in the case of Bonus Action spells), you can cast a Concoction or Spell of a level you can normally cast without expending a Spell Slot for that level. If you attempt to Overclock in this way you must make a Concentration check with a DC equal to 15 + the level of spell you are attempting to cast. If this succeeds your Concoction or Spell is cast without expending a Spell Slot. If this fails, the spell is not cast and the base DC to become Exhausted is increased to 15. If you fail this Concentration check by 5 or more, you suffer a mishap, as shown on the Spell Mishap table above.
Either success or fail, at the end the combat or scene wherein Overclocked Magic was used you must make a special d20 check known as a Fate check for each time this feature was used in that combat or scene; a Fate check is a straight d20 roll, with a DC of 10 with each additional use of overclocked magic increasing the DC of the following Fate check by 1, resetting to 10 after a Long Rest. Failing this fate check results in you gaining a 1d3 levels of Exhaustion.

Overexertion

A character can attempt to push themselves beyond what they could normally achieve, at the expense of risking exhaustion and life. This can only be done in combat, or in a particularly stressful situation in-session as approved by the DM. Whenever you would overexert yourself, you can choose to gain the benefits of one of the boon's listed below, if you do so, you must spend 1 point of Stamina and must make a Constitution check, with the DC listed by the chosen effect, if you succeed this check the boon is gained, if you fail, the boon is not achieved.   Either success or fail, at the end of the combat or scene wherein Overexertion was used you must make a special d20 check known as a Fate check for each time this feature was used in that combat or scene; a Fate check is a straight d20 roll, with a DC of 10 with each additional use of Overexertion increasing the DC of the following Fate check by 1, resetting to 10 after a Long Rest. Failing this fate check results in you gaining 1d3 levels of Exhaustion.
  • Sprint (DC 8): You can immediately move your base speed with this overexertion action, you may only do so once per movement action that you have taken, such as your base movement or a dash action.
  • Power Surge DC (DC 10): You double your Ability modifier on the relevant Ability check, Saving Throw, or Attack roll.
  • Push Through DC (DC 10): You can re roll any dice that you have just rolled, if you do so, you must take the new result, even if it is lower.
  • Haste (DC 12): You gain the benefits of the Haste spell until the start of your next turn. You can attempt this boon multiple times in a turn, extending the Haste spells duration by 1 round with each successful attempt, the DC to achieve this boon increases by 1 for every two attempts to gain this boon.

Scroll Spellcasting

A scroll is a caster’s infused magical energy in a storage container, oftentimes a piece of spell parchment, designed to be read and cast at a later date. Casting a spell from a scroll can be difficult, especially for those unskilled or untrained in the arts of spellcasting.
  • Casting a spell from a scroll that is on your list, or that you can otherwise hard cast normally requires no effort on your part.
  • Casting a spell from a scroll that is not on your spell list, or you are unable to hard cast the spell, requires you to make an Intelligence (Arcana) check, DC 10 + double the level of the spell. Failing this check results in the scroll being destroyed and the spell failing to cast.
  • Casting a spell of a level higher than you could normally cast, or one that you could not normally hard cast, requires you to make an Intelligence (Arcana) check DC 10 + the level of the spell. Failing this check results in the scroll being destroyed and the spell failing to cast.
You need to be able to pass both of the above checks, if required to cast a spell from a scroll. If you do not possess the spellcaster class feature, you are unable to cast a spell from a scroll higher than 2nd level, and the Arcana DC to cast a spell is 10 + double the spell’s level, rather than 10 + the spell’s level.   When casting a spell from a scroll, the save DC and spell attack bonus of the scroll is set, it is not determined by the caster at the time, but rather the pre-determined DC of the scroll, as shown in the table given below:  
Level Save DC Spell Attack Ability Mod DC to cast Non-Caster DC
1st 12 +4 +2 11 12
2nd 12 +4 +2 12 14
3rd 14 +6 +3 13 N/A
4th 14 +6 +3 14 N/A
5th 16 +8 +4 15 N/A
6th 16 +8 +4 16 N/A
7th 18 +10 +5 17 N/A
8th 18 +10 +5 18 N/A
9th 19 +11 +5 19 N/A
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.  

Subtle Spellcasting

A spellcaster normally must cast Verbal and Somatic spells with a Firm Voice and Bold Gestures; however, the caster can choose to be more or less subtle. Increased subtlety gives one of the listed penalties, and requires both a Concentration check to succeed at the action, and a Sleight of Hand (Somatic) or Stealth (Verbal) check opposed by each creature attempting to notice your subtle casting's Wisdom (Perception) check; failing this Sleight of Hand or Stealth check does not result in a failed casting, merely a failure in subtlety, however, failing the Concentration check does result in the spell being lost as if you had failed a normal Concentration check. If you are attempting to both subtly cast a spell with subtle gestures and quiet words, you can choose to make either a Sleight of Hand or Stealth check, you do not roll both.
  • These benefits or negatives do not stack with each other; for example a spellcaster casting a spell loudly and with exaggerated motions gains a +1 to their spell DC and their spell attack bonus, they cannot however gain a +2 to their spell DC, or a +2 to their spell attack bonus.
  • When Casting a spell in this way, you must select a modifier that can be applied to the spell you are casting.
  • When casting a spell with heightened or lessened components you must make a Concentration check, failing this check results in the spell failing and the slot lost. If attempting both an Exaggerated and Loud or a Subtle and Quiet casting of a spell, you must make a DC 18 Concentration check, instead of a DC 15.

Table: Subtle Spellcasting

Somatic Modifiers Verbal Modifiers Concentration DC
Exaggerated +1 Attack, or +5ft Area, or +25% Duration Loud +1 DC, or +25% Range, or +1 die of damage or +5 damage if flat. DC 15
Bold Normal Firm Normal N/A
Subtle -1 Attack or DC, or -25% Range, or -5ft Area, or -25% Duration, -25% Effects Quiet -1 Attack or DC, or -25% Range, or -5ft Area, or -25% Duration, -25% Effects DC 15


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