Combats' rules

Causing lingering injury

One of the lingering injuries listed below may be purposefully caused by taking the indicated penalty to the attack roll, and then scoring a critical on that roll.
Major injury (-5): Eye, Hand, Foot, Internal Injury
Minor injury (-2): Limp, Broken ribs, Horrible scar


When doing an attack against an unconscious opponent that has no hit points left within 5’ of them, an attacker can instead chose to put themselves in position to deliver a coup-de-grace (only one can do so).

This attacker forfeit the remaining actions of their turn, and do not resolve the attack result yet. They can then use a reaction after the end of their round at any time of their choosing to complete the attack.

If the attack hits, it will inflict 3 failed death saves, killing the unconscious creature immediately.

If the unconscious creature regains consciousness on its own, this takes precedence over the Coup-De-Grace. The reaction can still occur, but the attack is treated as per the regular rules instead.

Cover terminologies

I use slightly different terminologies for cover in my campaign
Partial cover is the Half-cover RAW
A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Full cover is the 3/4 cover RAW
A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Concealed is the total cover RAW

Cramped spaces

Heavy weapons without reach have disadvantage on attacks if 6 of the squares around the character are impassable (including from enemies).

Critical hit (snake-eye)

If on a critical hit, the result of two of the same dice type is a double 1 the critical results in damage to the armor or equipment of the target.
The attacker chooses to either reduce the opponent’s armor AC bonus or shield AC bonus by the amount of 1 rolled by the same type of dice or break the opponent’s helmet.
A magical armor or shield can only be damaged by a magical weapon or spell effect with either the same bonus or the same level.
If an armor or shield AC bonus is reduced to 0, the armor is broken.
Reduced AC can be repaired with the “mending” spell (one per +1 lost) or proper craft-work.
This effect is in addition of the regular damages for the critical hit.


Every dash costs one Stamina point (see Stamina) and cancels or prevents any hide action or stealth roll (Dashing prevents being discreet/silent/hiding).

Death saves

Death save rolls are always made openly, and their result visible to everyone.
A result of 1 to 5 also causes a lingering injury. (see DMG p 272)
Any NPC (ally or enemy) that has at least one level of a class use death saves.

Delaying your turn

Anyone can delay their turn to have their initiative changed to occur after an ally that is already lower in the initiative order than they are during this round, provided they are not unconscious. The initiative value will be changed for this character for all other rounds going forward. You can’t Delay and ready an action on the same round, it is either one or the other, but you can delay your turn if you are still readying an action from a previous round. Not that delaying your action during a round of surprise will keep your surprised status until your turn this round. Delaying is not taking your turn.


See Combat movements

Difficult terrain

See Combat movements

Dive Maneuver – Wings

See Combat movements

Dodge action

The dodge action also grants advantage to acrobatic checks when attempting to contest a grapple.

Dropping items

Items are dropped when a character falls, becomes unconscious, is disarmed or when the character chooses to drop an item (unless they use a free action to carefully put the item down in their own square).

When this happens, roll a d20. A roll of 1 to 8 indicates that the item drops in one of the adjacent square from the character, 1 being the North square then going clockwise from there. An item can drop int the space of an enemy (see the reaction option below), but can’t drop in a physically impassable space (wall, for example), in that case, the result is the closest possible space instead, chosen by the DM. A result of 9 to 20 indicates the item dropped in the character’s space.

if the item is dropped from more than 10’ high, it takes object fall damage, and only a result of 17 to 20 indicates dropping in the same space, while 1 to 8 indicates the direction and distance is an extra 5’ per 20’ of height (or becoming stuck somewhere along the fall at DM’s discretion). Result of 9 to 16 indicates the surrounding spaces from the fall, 9 being the North square.

Picking up an item on the ground in the same space as the character is a free action. Any character that is in the same space as a dropped item can use a reaction to move the dropped item 5’ from him.

End of combat

A combat ends when no enemies are actively interacting visibly with the players for two rounds in a row. Any new interaction after will then be treated as a new combat, with a new initiative.


Whenever two allies combatants are on opposite side of one enemy (strictly), they gain advantage to their attack.

Grapple checks

When a creature is suffering from any effects or conditions, its Athletics grapple-related checks are affected in the same way that STR saving throws are, and its Acrobatics grapple-related checks are affected in the same way that DEX saving throws are.

- If an opponent is already grappled, another can also grapple them with an easy Athletics check provided they can reach the grappled creature and have a free hand.
- When a grappled creature is not standing, any acrobatic checks made to break a grapple are done with disadvantage, as if restrained.
- When breaking a grapple, the check is contested by each grapplers’ Athletics check. All the grapplers losing the contested check see their grapple broken.
- Dropping a grapple is a no-cost action.

Heavy armors

Heavy armors automatically prevent any “Internal Injury” lingering injury.


A helmet automatically prevent any “Eye” lingering injury.
Furthermore, wearing a helmet provides a penalty to the wearer’s perception rolls, but also reduce any critical damage received by the wearer by the same amount as the Perception’s penalty.
If the damage is 0 or less, the helmet is damaged.

There are two styles of helmets available
Helmet (-2 penalty to Perception, cost 10gp, weight 3lbs)
Full helmet (-5 penalty to Perception, cost 50gp, weight 7lbs)
Full helmet also fully obscure the face of its wearer.

Putting on or removing a helmet is a an action.

Higher ground

Creature with higher ground have a +2 bonus to hit when doing melee attacks against creatures on a lower ground than themselves, and creatures on the lower ground have a -2 to hit with melee attacks those on higher ground.

This rule also applies to opponents with a higher size (who attack with high ground and are attacked with low ground), except for touch attacks, who ignore higher ground bonus and penalty.


Attempting to knock someone out must be announced before the attack.
Non bludgeoning melee weapons damage die rolls – including extra damage dice from special abilities like sneak attack- are always treated as a result of 1 when attempting to knock-out an enemy instead of wounding to kill.
Thunder damage type is the only type of magic damage that can be used to knock out someone.

Lingering injuries

They occurs after a Death Saving roll result of 1 to 5 (without any modifiers), or whenever fall damage results in three results of 6.
Roll on the Lingering Injury table for each such occurrence (DMG p. 272)

Lowering weapons and shields stance

This a no cost action that can be done anytime to show someone else that their intent is not overtly hostile. Someone with lowered weapon or shield get disadvantage to any rolls made as a reaction (from readied action or AO). This stance can be changed to aggressive at any time (except just before using a reaction). A lowered shield does not provide AC bonus.

Movement in coupled teams

See Combat movements

Mounted Charge

A charge can be delivered as part of a move or a dash action of the mount.
When mounted and charging with a weapon, you may add the higher ground attack bonus advantage (+2) and can can add a damage bonus to your attack up +1 per 10’ of uninterrupted speed of the mount before the attack (to a max equal to the move speed of the mount) up to a maximum bonus equal to the STR modifer of the attacker.
If using a lance, this bonus can be up to +1 per 5’ speed instead, and has no maximum limitation.

if the attack hits, the rider must make an Animal Handling check with a DC of 10 +1/extra damage from the charge (halved if the weapon was a lance).
If this check fails, the weapon will be dropped (a lance will be broken), and the rider must make a Dexterity save with the same DC to remain on the mount (with advantage if the weapon was a lance).

Mounted Maneuvers

When a rider attempts some maneuvers while mounted, they require an animal handling check, and a specific action.
Note: When riding with a saddle, all Animal handling checks are made with advantage.

Failing the animal handling check results in losing control of the mount until the rider can use an action to re-establish control. It also requires an immediate dexterity check to remain mounted.

- Starting a trot (move) – very easy check (Bonus Action)
- Starting a gallop (move+dash) – Easy check (bonus Action)
if check succeeds with very easy, the horse still can move at a trot
- Mount has taken damage – Moderately difficult check (reaction)
- Casting a S or M spell – Easy check
- Casting a S and M spell – Moderately difficult check
No check required with War Caster feat
- Making a melee attack – Very easy check
- Making a ranged attack – Moderately difficult check (Easy with short or composite bow)
- Help someone on to the mount – DC10 + 1/10’ feet of speed on the last move action (Bonus action).
- Controlling a scared mount – Moderately difficult check (Reaction)
- Re-establishing control of the mount – Moderately difficult check (Action)
- Unleashing a mount (aggressive mounts only) – Very easy (Bonus action)

Animal trained for combat +5
Animal bloodied -5
Only one hand free -2
No hand free -5

Dexterity saving throw
A DEX save is made by a rider who fails an animal handling check, or for any rider under the circumstances described below.
- Failing an animal handling check – same DC as the animal handling check
Military saddles provide a +2 bonus to this check
- Mount moved against its will – Very Easy
- Mount fumbles on an attack – Easy
- Character knocked prone while mounted – Moderately difficult
- Passenger making an attack from the mount – Easy

If the check is caused by failing the animal handling check, the rider must use their reaction (outside of their turn) or a bonus action (during their turn) to remain in the saddle, else they fall (see below)

When a character fails a DEX save on a mount, or if the mount is killed, each rider immediately takes fall damage, for a height equal to 5’ per size of the mount (plus any altitude for a flying mount).
This fall damage is increased by +1d6 per 30’ of speed the mount had done on its last move action.


Dropping prone can be done at any time, as a no-cost action.
When falling prone unintentionally a character mus make a drop check for any wielded item. If the check result in any result other than the character’s space, the item has been dropped in the determined location.
If you become prone while flying, you drop 500 feet down.


Unless specifically stated otherwise, a reaction can only occur between the end of a character’s turn, and the start of their next turn.
A reaction can also be used to grab something handed by someone adjacent.

Readying action outside of combat and initiative

(RAW) A ready action can only be done once Initiative has been rolled, and a combat situation arises.
For characters that are ready to act before a combat start (ambush situation, expectation of a fight, …), and are not doing anything else than getting ready for anything that would happen (i.e. no movement, no spell concentration, … ), these characters focus on making a perception check and if they succeed at perceiving the threat, they can then roll their initiative with advantage.

Shields and straps

Shields can be wielded with one free action but require one action to be strapped. Once strapped, a shield can’t be disarmed or fall from your arm when you fall.
Stowing a strapped shield costs one action.
Unstrapping a shield costs one bonus action.
Regular shields weight 6 lbs. Wooden shields weights 4 lbs, but will completely break down on the receiving end of a snake-eye critical (instead of only losing 1 point of AC).


When a character has moved at least 10’ toward the target just before making a shove attack, the character has a +2 bonus to their first athletics check.
A shove attack can also be used to break down a door or an obstacle using STR ability (see campaign rules).

Turtle maneuver

A creature with a shield can protect a creature within 5’ of it by using a bonus action during its turn. The protector loses one point of AC, but grants a +1 AC bonus to the creature it is trying to protect, as long as at least one other ally is protecting the same creature in the same way.

Unseen opponents

When targeting an opponent that is unseen but not hidden (See Stealth rules) and more than 5’ away from the attacker, using a melee or ranged attack (except with a net), the attacker must roll a d20 to determine the exact space the attack is going to be delivered. If the target is bigger than a medium creature, the attack targets the closest space from the shooter. If the unseen result hits one of the other space occupied by the target, the ranged attack still count as a hit.
1-8 one space away from the target (1 is N, counting clockwise from there)
9-16 Target’s space if the target is within audible distance or one space away otherwise (9 is N, counting clockwise from there)
17-20 Target’s space.

Variant combat rules in use.

- Actions Options: Disarm, Mark, Overrun, Shove aside, Tumble (DMG p. 271)

- Hitting Cover (DMG p. 272)

- Cleaving: When damage kills an undamaged opponent in one blow, extra amount can be applied to next opponent. (DMG p. 272)

Wings and fly speed

See Combat movements

Combats' rules

5th Age Campaigns' home rules Grisix