A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. This game includes additional rules for flanking, facing, high/low ground, targeting specific body parts, and more.
Random Combat Encounters
When Random Combat Encounters occur (i.e. encounters experienced during travel or encounters with low threat levels), combat mechanics will be simplified to expedite play. Simplified Combat will have 4 phases per round, as per the following.
(1) Movement
Each character/creature decides on their position for the round
- Melee: within 5 - 10 feet of enemies
- Ranged: 10+ feet from enemies
(2) Action
Each character/creature decides on 1 Action for the round. Characters with access to Bonus Actions may use them as well.
- Attack: choose weapon and target(s) for round
- Dodge: defend against attacks for round
- Hide: attempt to conceal self for next round
- Magic: choose spell and target(s) for round
- Utilize: use abilities or items that are available as Action or Bonus Action
(3) Execution
Each character/creature rolls d20 to determine outcomes of Execution phase.
- Initiative: d20 + Initiative Bonus to determine order for round
- Attack: d20 + Attack Bonus to determine Chance to Hit for round (for each Attack per Action)
- Dodge: add +5 to AC for round
- Hide: d20 + Stealth Modifier vs DC = 10 + Highest Perception Modifier, on save gain Invisible Condition (+5 to Attack/AC, access to Sneak Attack) for next round
- Magic: d20 + Spell Attack Bonus to determine Chance to Hit for round
- Utilize: if abilities require a d20 Check, perform as normal
(4) Resolution
Determine results of Execution phase for each character/creature in order of Initiative for round
- Attack/Defense: normal Chance to Hit versus AC Check, on hit roll Damage Dice
- Saves: d20 (from Execution phase) + Save Modifier
- Condition: add/subtract HP from Actions, and determine characters/creature downed or dead
- Advance: start next round or end encounter
Combat Encounters with Tactical Modifiers
Normal combat encounters will have enhanced Tactical Modifiers to make combat more dynamic and increase potential threats, making tactical planning much more important. Additional Tactical Modifiers are as follows.
Dim Light
Characters or creatures without Darkvision receive -2 Attack Modifier when targeting an enemy in Dim Light.
Flanking
A character or creature is Flanked when two or more enemies are within Melee range and on apposing sides. Attackers gain +2 Attack Modifier to Flanked characters/creatures.
Facing
While in combat, a character/creatures ends their turn Facing the direction of their last Action or Bonus Action. Attackers gain +2 Attack Modifier on creatures Facing the opposite direction. (Does not stack with Flanking)
Threatened
When within melee range of an attacking enemy, a character/creature is in a Threatened condition. Creatures with the Threatened condition provoke Opportunity Attacks when attempting Ranged Attacks or Magic on a target outside of melee.
High/Low Ground
High/Low Ground affects a creature’s ability to see and attack enemies with Ranged attacks. Changes to cover/concealment and Attack Modifiers are as follows.
Height (ft) | Cover | Attack Modifier |
> 10 above | Ignore All | Advantage |
10 ft above | Ignore ¾ | + 5 |
5 ft above | Ignore ½ | + 2 |
At Level | No effect | No effect |
5 below | Provides ½ | - 2 |
10 below | Provides ¾ | - 5 |
> 10 below | Full | Disadvantage |
Cover from Other Creatures
Creatures obscured behind creature of the same or larger size and in direct line of sight have three-quarters cover (+5 AC) from Ranged attacks and spells. If the Attack roll made on the target misses due to the increased AC, the Attack hits the creature that is blocking line of sight.
Called Shots/Attacks
Targeting a specific limb/part of an enemy is allowed (ie head, wing, arm, eye, etc) but will increase AC of the target by an amount determined by the GM.
Cleave Through Creatures
If a melee attack reduces an undamaged creature to 0 hp, excess damage carries to adjacent creature, if the original Attack Roll would hit that creature as well.

Additional Actions Available in Combat
Additional Actions will be available in combat to make combat more dynamic and improvisatory. These additional actions are as follows.
Climb Onto Larger Creature: Contested Strength (Athletics)/Dexterity (Acrobatics or Sleight of Hand) checks as determined by GM.
Disarm: Melee Attack roll to hit. In lieu of damage, contested Strength (Athletics) or Dexterity (Acrobatics or Sleight of Hand) check. Disadvantage on Attack if defender is wielding two-handed weapon. Size difference between attacker/defender may also confer Advantage or Disadvantage. On success, defender drops weapon.
Mark: Successful Melee Attack allows for use of Bonus Action to Mark target, which lasts until end of attacker’s next turn. Attacker gains Advantage on Opportunity Attacks against target.
Overrun/Tumble: Can move through enemy creature’s space with contested Strength (Athletics) or Dexterity (Acrobatics) check. Provokes Opportunity Attack.
Push/Shove: Attempt to move enemy 5ft in any direction with contested Strength (Athletics) or Dexterity (Acrobatics) check. Size difference between attacker/defender may also confer Advantage or Disadvantage.