Combat Rules Physical / Metaphysical Law in The Planes of the Architect | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Combat Rules

Actions in Combat
Action Effect
Attack Make attack roll against target
Cast a Spell Cast a known spell
Dash Move up to your speed extra
Disengage Leave combat without taking an attack of opportunity
Dodge Attacks made against user are at disadvantage
Help Gives ally advantage on ability check or attack roll
Hide Roll a Stealth check to set DC to find user
Ready Action Choose an action to do in response to another action being taken
Use an object Make use of a semi-complex object or mechanism
Search Make Perception or Investigation check
-attack roll: d20 + ability mod + proficiency bonus
-damage roll: damage dice + ability mod
-initiative: d20 + Dex mod
-one round is six seconds
-critical damage is double the damage dice
-two weapon fighting uses light melee weapons, second attack is your bonus action without ability mod
-attacking while hidden grants advantage
-attacking unseen foe gives disadvantage
-attacking at long range gives disadvantage
-ranged attacks made in melee are at disadvantage
-attempting to grapple a target is an Athletics check vs the target's Athletics check or Acrobatics check
-the same check is made for shoving a creature 5' or knocking them prone
-melee attack is at disadvantage if on difficult terrain
-flanking grants advantage
-attempting to disarm target is your attack roll vs the target's Athletics check or Acrobatics check
-cleave extra damage to adjacent creature
-going prone takes half your movement and crawling is at half speed
  Levels of Cover
Level Effect
Half Cover +2 AC, +2 Dex save
3/4 Cover +5 AC, +5 Dex save
Full Cover Can't be targeted
Underwater Rules
-all weapons expect dagger, javelin, spear, shortsword, or trident attack at disadvantage unless the wielder has a natural swimming speed
-ranged weapons can only attack in normal range and at disadvantage except crossbows, nets, or thrown spears and tridents
-being underwater grants resistance to fire
  Mounted Rules
-take half your movement speed to mount an animal
-DC 10 Dex save to not get knocked off mount, fall off if knocked prone, and falling off leaves you prone on the ground
-Mounts can only Dash, Disengage, or Dodge unless acting independently
-attacks of opportunity can target either the rider or the mount
  Drunken Combat
-apply the following bonus to you to hit roll when fighting while drinking
-subtract your Con mod from the number of drinks when using this table
Tolerance D r i n k s
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
lightweight 0 -1 -1 +1 -2 -2 -2 -3 -3 -4 -5 -6 -7 -8 -9
seasoned 0 0 0 -1 -1 +1 +2 -1 -2 -3 -4 -5 -6 -7 -8
alcoholic 0 0 0 0 0 -1 +1 +2 +1 0 -1 -1 -2 -3 -4

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!