Combat.


For Rules Regarding Unarmed Combat See the unarmed Combat Page


The Order of combat.

The order of Combat is decided by the players positioning when entering a building, if the combat occurs in an open space the players decide their order.

Movement.

When moving in combat each tile in the game board is equal to 5 feet of your speed. You can use as much or as little of your movement on your turn, and you don’t have to take all of your movement at once you can split it throughout your turn

Cover.

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

A target with half cover has a +2 bonus to AC and Athletics saving throws. A target has half cover if an obstacle blocks at least half of its body.

A target with three-quarters cover has a +5 bonus to AC and Athletics saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle.

A target with total cover can’t be targeted directly by an attack, although some ranged attacks can reach a target in full cover by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

MOVING AROUND OTHER CREATURES.

You can move through a non-hostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.

CREATURE SIZE.

Each creature takes up a different amount of space. The Size Categories list shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
Tiny – 1 foot
Small – 2ft 6inch
Medium – 5 feet
Large – 10 feet
Huge – 20 feet
Colossal – 30 feet
Gargantuan –50 feet

SQUEEZING INTO A SMALLER SPACE.

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls. The same is true in reverse if you Attack a creature Squeezing through a small space attack rolls against the creature have advantage while it’s in the smaller space.

BEING PRONE.


Players are prone when they are knocked down or they throw themselves down. You can drop prone without using any of your speed.
Standing up takes more effort; doing so costs an amount of movement equal to half your speed. You can’t stand up if you don’t have enough movement left or if your speed is 0.
To move while prone, you must crawl. 1foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, costs 3 feet of movement.

Actions in Combat

Bonus Actions.

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Reactions.

Certain special abilities and situations allow you to take a special action called a reaction.
A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack, described later in this chapter, is the most common type of reaction.

When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

Specific Actions In Combat.

DASH When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

DISENGAGE If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

DODGE When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make athletics saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.

HELP You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

HIDE When you take the Hide action, you make a Stealth check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits.

READY Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

SEARCH When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a scavenging check.

RELOAD you can use one action to reload a single gun or energy weapon in combat, providing you have the correct ammo and the weapon is a useable condition.

REPAIR When you take the repair action, you devote your attention to fixing something. Depending on the nature of the repairs, the DM might have you make a repair check.

Rolling A critical.

If the d100 roll for an attack is a 100, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit
And the target takes a bonus 50% damage

•If the d100 roll for an attack is a 5 or lower, the attack misses regardless of any modifiers or the target’s AC. This is called a critical fail
When you roll a critical fail, your weapon takes 1D10 of extra Damage.

BREAKING UP YOUR MOVE.


You can break up your movement on your turn, using some of your speed before and after your action.

OPPORTUNITY ATTACKS.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

INSTANT DEATH.

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

KNOCKING A CREATURE OUT.

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out.

SHOVING A CREATURE.

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your shove must be no more than one size larger than you, and it must be within your reach.

You make an unarmed check contested by the target’s Athletics check.

You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.

GRAPPLING.

When you want to grab a creature or wrestle with it, you can use the Attack action to make a unarmed attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you, and it must be within your reach.

Using at least one free hand, you try to seize the target by making a grapple unarmed check contested by the target’s unarmed check. You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on an Unarmed check contested by your unarmed check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

LIFTING AND CARRYING.

Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity whilst pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
Larger creatures double the amount they can push, drag, or lift. For a Tiny creature, it is halved.

HIDING.

When you try to hide, make a Stealth check. Until you are discovered or you stop hiding, that check’s total is contested by ta DC check set by the Dm for any creature that actively searches for signs of your presence.

UNSEEN ATTACKERS AND TARGETS.

When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see.
If the target isn’t in the location you targeted, you automatically miss,

When a creature can’t see you, you have advantage on attack rolls against it.

If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits.