Attacking and Defending
Combat Stats
Martial Die (which you use to determine the damage you do on a hit)
Defense (5 + your Armor Bonus + your Shield Bonus + your Agility + any cover you have)
Armor Bonus, Shield Bonus, and general stats max out at +5 each
Accuracy Bonus (1 + half your level, rounded down) when attacking with a proficient weapon
How to Attack
Roll 1d20.
If you have advantage on the roll, roll 2d20 and take the higher number. If you have disadvantage on the roll, roll 2d20 and take the lower number.
Add your Accuracy bonus if you're attacking with a weapon with which you're proficient. Companions are always considered proficient with their natural weapons (teeth, horns, claws, etc).
If your total number is equal to or higher than your target's Defense, you score a hit!
You deal 1 harm to your target by default. If you're proficient with the weapon you're using, roll your Martial die to determine how many harm you deal.
If you rolled a natural 20 on the die, you can either deal an additional 1 harm OR specify another effect, such as stunning, shoving, or frightening the target. (DM has final say on what extra effects are feasible for that particular target.)
Order of Operations
(Optional) Surprise Round. If you get the drop on your target, or if enemies get the drop on you, combat begins with a surprise round. The surprising group gets a full round of actions, while the surprised group cannot take reactions.
Roll for Initiative. After the possible surprise round, you will roll 1d20 to determine the initiative for your Character and Companion(s) separately; enemies will do the same. Higher rolls have their turns earlier in the round.
Regular combat round begins. Every participant in the combat gets 1 turn per combat round. Each round of combat is roughly 6 seconds, and everyone's turn narratively happens near-simultaneously.
On Your Turn. Each individual has 3 things they can do during their turn: take an Action, take a Bonus Action, and Movement. Your Character and Companion(s) have separate turns.
Action. This is the main thrust of your turn and is frequently spent engaging in combat, either offensively (attacking) or defensively (guarding, dodging, or attempting to hide).
Bonus Action. - A bonus action is a quick, low-cost action that you can do before or after your main action, such as using an object or moving an extra few feet to the side. Anything that can be done as a bonus action can also be done as an action, but not vice versa.
Movement. You can move up to your full movement speed during your turn. You can move before, during, or after your Action and/or Bonus Action.
Free Action(s). You may perform certain cost-free actions during your turn, like speaking (1-2 sentences) or directing your Companion.
Reaction (during others' turns). Between the end of your turn and the beginning of your next turn, you may make 1 reaction in response to an inciting event (like being attacked or an enemy fleeing). You may not make a reaction before you've had your first turn in combat.
Combat round ends. Some non-character things may happen at the beginning or end of rounds, like environmental effects.
Character Options
Combat Actions on Character's Turn
Attack
Break Free - attempt to escape restraints or an enemy's grapple
Help - assist another individual, giving them advantage on their roll
Guard - attempt to protect another individual with your body; you may either take attacks intended for your protectee and/or impose disadvantage on incoming attacks
Dodge - incoming non-AOE attacks have disadvantage against you until the beginning of your next turn
Disengage - escape melee reach of any enemies without allowing them to attack in reaction
Dash - move up to your full movement
Hide - attempt to hide
Use complex object - such as pick a lock, disarm a trap, etc
Hold Action - delay your action (such as an attack) until a certain trigger (such as an enemy moving within attack range delaying your action uses your reaction
Any of the bonus actions below
Companion Options
Combat Actions on Companion's Turn
Attack
Dodge - incoming non-AOE attacks have disadvantage against you until the beginning of your next turn
Disengage - escape melee reach of any enemies without allowing them to attack in reaction
Dash - move up to your full movement
Hide - attempt to hide
Hold Action - delay your action (such as an attack) until a certain trigger (such as an enemy moving within attack range delaying your action uses your reaction
Any of the bonus actions below
Bonus Actions on Character's Turn
Use object - look at a compass, drink a tincture, or smash a glass
Reload crossbow or firearm
Check for hidden objects/creatures
Pick up a willing creature of a size class smaller than yourself
Move an additional 5'
Stand up after willingly dropping prone
Bonus Actions on Companion's Turn
Check for hidden objects/creatures
Pick up a willing creature of a size class smaller than yourself
Move up to half your speed
Guard - attempt to protect another individual with your body; you may either take attacks intended for your protectee and/or impose disadvantage on incoming attacks
Help - assist another individual, giving them advantage on their roll
Break Free - attempt to escape restraints or an enemy's grapple
Free Actions on Character's Turn
Speak or gesture
Direct your Companion - it will act on your directions to the best of its ability during its next turn
Pick up a free object within reach
Draw or sheath your weapon
Drop an object or weapon
Willingly drop prone
Free Actions on Companion's Turn
Communicate with body language or nonverbal sounds
Pick up a free object within reach
Drop an object
Drop prone
Stand up after willingly dropping prone
Character Combat Reactions (1/round)
Attack of Opportunity - make a single melee attack when an enemy leaves your melee range without using Disengage
Use a Held Action
Shout a warning to a creature who can hear and understand you - removes the advantage of a surprise attack against the creature you warn
Direct your Companion (or change directions given during your turn)
Companion Combat Reactions (1/round)
Attack of Opportunity - make a single melee attack when an enemy leaves your melee range without using Disengage
Use a Held Action
Try to interpose yourself between a specific incoming attack and another individual, giving the attack roll disadvantage
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