Combat
The Round
A fight is played in rounds of about six seconds. Everyone acts once per round, in initiative order.
Initiative
When a fight starts, everyone rolls a d20 and adds their Dexterity modifier. Highest goes first. Ties go to the higher Dexterity; if that ties too, the GM decides. Some traits change the ability you roll with: an Orok can use Wisdom.
Surprise
A creature that did not see the fight coming loses its first turn.
Your turn
On your turn you can do each of these once, in any order:
- Move up to your speed. You can split it up around your action.
- Take one action.
- Take one bonus action, if something gives you one.
- Declare a Gambit, at the very start of your turn, before anything it changes.
You also have one reaction per round, which you can take on anyone's turn when its trigger happens. It returns at the start of your turn.
Actions
| Action | What it does |
| Attack | Make one weapon attack. |
| Use a power | Use a Totemic Power whose cost is an action. |
| Dash | Gain extra movement equal to your speed this turn. |
| Disengage | Your movement does not provoke opportunity attacks this turn. |
| Dodge | Attacks against you have disadvantage, and you have advantage on Dexterity saves, until your next turn. |
| Help | Give an ally advantage on their next check, or on their next attack against a creature within 5 ft of you. You must both be proficient in the skill, kit or weapon. |
| Hide | Make a Subterfuge check to become hidden, if nothing has a clear view of you. |
| Search | Make a Sage check to find something, or someone hidden. |
| Ready | Choose an action and a trigger. When the trigger happens before your next turn, you take the action as your reaction. |
| Use an item | Drink a tonic, light a fire tube, throw a lure, set a trap. |
| Grapple or shove | Make an Athletics check against the target's Athletics or Acrobatics. Grappled, its speed is 0. Shoved, it is knocked prone or pushed 5 ft. |
Opportunity attacks
When a creature you can see leaves your reach, you can use your reaction to make one melee attack against it. Disengaging, being pushed, and teleporting do not provoke.
Attacks and Damage
Making an attack
Roll a d20 and add your attack bonus. If the total meets or beats the target's Armor Class, you hit.
- Weapon attacks add your Strength modifier and proficiency bonus, or Dexterity for ranged and finesse weapons. Without proficiency in the weapon, leave the proficiency bonus off.
- Power attacks add your casting modifier and proficiency bonus.
A natural 20 always hits and is a critical hit: roll the damage dice twice. A natural 1 always misses.
Armor Class
Your Armor Class is 10 + your Dexterity modifier, or your armor's value, plus a shield's +2. Some feats and traits let you add your casting modifier instead of armor.
Damage types
Bludgeoning, piercing and slashing come from weapons and the world. Fire, cold, lightning, force, radiant, necrotic and psychic mostly come from the Spark. Resistance halves damage of that type. Vulnerability doubles it.
Two weapons
With a light weapon in each hand, you can make one attack with the off-hand weapon as a bonus action after you attack. Do not add your ability modifier to its damage unless the modifier is negative.
Shield Bash
With a shield in hand and training in Shields, you can drive the shield into a creature within 5 ft as a bonus action. Roll a d20 and add your Strength modifier and proficiency bonus against its AC. A hit deals 1d4 bludgeoning, and the target is shoved 5 ft unless it makes a Strength save against 8 + your proficiency bonus + your Strength modifier.
The Battlefield
Cover
| Cover | Effect |
| Half (a low wall, a creature, a thin tree) | +2 to AC and Dexterity saves |
| Three-quarters (a boulder, a thick trunk, an arrow slit) | +5 to AC and Dexterity saves |
| Full | Cannot be targeted directly |
High ground
Attacking from higher ground, a boulder, a ridge, a tree, gives advantage. Many beasts cannot climb to reach you there. Some can.
Flanking
When you and an ally stand on opposite sides of a creature, both of you have advantage on melee attacks against it.
Difficult terrain
Water, mud, deep snow, steep slopes and rubble cost double movement. A swim speed ignores water, a climb speed ignores slopes.
Darkness
A creature in darkness is effectively blind unless it has darkvision. Darkvision sees darkness as dim light, in shades of gray.
Conditions
| Condition | Effect |
| Blinded | You cannot see. Attacks against you have advantage, and yours have disadvantage. |
| Bleeding | You take 1d4 piercing damage at the start of each of your turns until it ends. |
| Burning | You take fire damage at the start of each of your turns until it ends, or until you spend an action putting it out. 1d4, unless the source says more; an empowered power often does. |
| Charmed | You cannot attack the creature that charmed you, or target it with harmful powers. |
| Concealed | You are hard to see. Attacks against you have disadvantage. |
| Confused | You cannot take reactions. At the start of each of your turns, roll a d10. 1: you move your full speed in a random direction and take no action. 2 to 6: you do not move or act. 7 or 8: you make a melee attack against a random creature within reach, or do nothing if none is. 9 or 10: you act normally. You repeat the save at the end of each of your turns. |
| Deafened | You cannot hear. |
| Disarmed | You have dropped your weapon. Picking it up costs your move or an action. |
| Exhaustion | Each level gives -1 to your d20 rolls. A long rest removes one level. |
| Frightened | While the source is in sight, you have disadvantage on attacks and checks, and you cannot willingly move closer to it. |
| Grappled | Your speed is 0. It ends if the grappler is moved away or incapacitated. |
| Hidden | You are unseen. Your next attack has advantage. Attacking or being found ends it. |
| Incapacitated | You cannot take actions or reactions. |
| Marked | Attacks against you have advantage. |
| Poisoned | You have disadvantage on attacks and checks, and cannot recover Gambit Points. |
| Prone | You can only crawl or stand up, which costs half your speed. Melee attacks against you have advantage, ranged attacks disadvantage. |
| Restrained | Your speed is 0. Attacks against you have advantage, and you have disadvantage on Dexterity saves. |
| Slowed | Your speed is halved. |
| Stunned | You lose your turn and cannot react. Attacks against you have advantage. |
| Unconscious | You are incapacitated and prone, and drop what you hold. Attacks against you have advantage. |
Concentration
When you take damage while concentrating on a power, make a Constitution save to hold it, DC 10 or half the damage, whichever is higher. Being incapacitated ends concentration.
Companions and Mounts
Beasts can be tamed, trained, and ridden. A companion has its own statblock and acts on your initiative. It can be hurt, it can flee if its loyalty breaks, and it can die. Companions do not stand at Death's Door: at 0 hit points they drop.
See the GM's Guide for taming. Ask your GM what is possible in your game.