Combat in the wilderness of Imland is fast and lethal.

Initiative & Actions

At the start of combat, make a Dexterity Saving Throw. On a success (lower than your Dexterity Defense), you go before any enemies, otherwise, you go after. Reroll initiative every round.

During a round, you can take 2 Actions. An action can be attacking, moving 40 ft., using an item, etc.

Melee Attacks
In melee combat, both the attacker and defender roll d20+STR. Whoever rolls higher may deal their damage, if the roll is also greater than the opponent's armor.

Ranged Attacks
The attacker rolls d20+WIS. If this roll is greater than the opponent's armor, deal damage. The opponent may, if they are still alive, make a counter shot, if it makes sense in the fiction and they have a suitable weapon available.

Hitting
Roll your weapon's damage die. When dual-wielding, roll both damage dice and pick the highest result. If the attacker rolls a Nat 20 or the defender rolls a Nat 1, the hit is a critical hit; roll an additional damage die. Note that a Shield can be sacrificed to negate the damage from a single blow.

Advantage in Combat
When a character has advantage against an opponent on their combat turn, they may either: 

  • Apply advantage to their attack roll or maneuver, letting them choose the higher of two dice rolls. 
  • Make an attack without advantage, but deal damage and apply the effects of a maneuver. 
  • Attack without advantage, but prevent the target from counter-attacking.

Ranger's Skill
Rangers are, despite their stoic nature, trained in the art of combat. If you successfully land at least one melee attack during your turn, each enemy creature with less HD than the Ranger's level automatically suffers the Ranger's melee weapon damage. This represents the deft and unpredictable strikes a Ranger makes in the heat of combat.

Variant Rule: Stamina

You can perform two actions in your turn. You can try to perform more actions (or make a reaction) by making a CON Test.

  • If your total Armor is equal or less than 14, you make this roll with Advantage
  • If your total Armor is 15 or 16, you make this roll straight.
  • If your total Armor is equal or greater than 17, you make this roll with Disadvantage.

If you succeed, you can...

  • Make an extra move 
  • Make an extra attack
  • Dodge an attack entirely
  • Roll an extra damage die
  • Enhance an attack with an added effect - tangle with a whip, break armor, etc.

If you fail while it's not your turn (i.e. a reaction), you can only perform one action in your next turn as you catch your breath. You can use Stamina again after your next turn.

If you fail while it is your turn, the attackers roll attacks with Advantage on their turn as you catch your breath. You can use Stamina again on your next turn.

Proficiencies

As noted in Making a Ranger, you are proficient in 2 weapons. Proficiency grants you access to the weapon's maneuvers. To use a maneuver, make a normal attack roll. Instead of dealing damage, you perform the maneuver. See Ranger Equipment, Weapons & Armour.

  • Bleed: The target suffers 1d4 damage at the start of each of their turns until the wound is treated. 
  • Cleave: Compare your attack against the defense of your target and all adjacent creatures. You deal 1d6 damage to all creatures your attack hits. 
  • Disarm: The target drops one weapon, shield, or item in their hand - the maneuver performer’s choice. 
  • Push: The target is pushed back 10 feet. If pushed into a dangerous area (such as into a fire or off a cliff), the target might suffer additional damage.
  • Stun: The target is dazed and performs one fewer action on their next turn (minimum of one action). 
  • Sunder: The target must immediately reduce the Usage Die for their armor or one item in their hands - the maneuver performer’s choice. If the targeted item had a Ud2 Usage Die, it breaks. 
  • Trip: The target falls down, forcing them to spend an action to find their feet. While prone, the target makes all attacks at disadvantage and all attacks against them are made with advantage.

Injuries, Healing & Dying

Injuries
During combat, you might get injured on a certain ability. This means that any roll involving this ability is made at disadvantage until healed.

Healing
Every morning in the wilds, you regain your CON bonus in HP. If your CON Defense is not at its usual value, you can make a CON Save in the morning to regain 1 CON Defense

Resting 2 days in a settlement or outpost restores all HP, lost CON, and injuries

Medical aid can be received once per day, through receiving medicine and making a test. This gains you 1d10+CON bonus instantly.

Dying
When you reach 0 HP or lower, you fall unconscious. Make a CON Save to not die.

Should you reach Negative HP, this damage is done to your CON Defense instead. If you take damage while at 0 HP, make another CON Save.

If you get healed by your allies after combat ends, your HP is set to 1.

Garon has a CON Defense of 12, a Max HP of 24 (2x12), and currently has 5 HP. He takes 7 damage from a blow. 5 damage is done to his HP, and 2 residual damage to his CON Defense.
His CON Defense is lowered to 10, and his Max HP is lowered to 20 HP.
Garon makes a CON Save, rolling a 4, succeeding.
During combat, his unconscious body takes another blow for 4 damage, reducing his CON Defense to 6. He makes another save, succeeding.
After combat ends, his allies stabilize Garon, and his HP is set to 1. His current Max HP is 12 (2x6).
While resting in the wilds, he can recover a maximum of 1 CON Defense per day. He does not regain HP by resting; until his CON Defense is back to 12, he can only regain HP through medicine or rest in settlements.