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:

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

ActionWhat it does
AttackMake one weapon attack.
Use a powerUse a Totemic Power whose cost is an action.
DashGain extra movement equal to your speed this turn.
DisengageYour movement does not provoke opportunity attacks this turn.
DodgeAttacks against you have disadvantage, and you have advantage on Dexterity saves, until your next turn.
HelpGive 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.
HideMake a Subterfuge check to become hidden, if nothing has a clear view of you.
SearchMake a Sage check to find something, or someone hidden.
ReadyChoose an action and a trigger. When the trigger happens before your next turn, you take the action as your reaction.
Use an itemDrink a tonic, light a fire tube, throw a lure, set a trap.
Grapple or shoveMake 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.

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

CoverEffect
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
FullCannot 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

ConditionEffect
BlindedYou cannot see. Attacks against you have advantage, and yours have disadvantage.
BleedingYou take 1d4 piercing damage at the start of each of your turns until it ends.
BurningYou 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.
CharmedYou cannot attack the creature that charmed you, or target it with harmful powers.
ConcealedYou are hard to see. Attacks against you have disadvantage.
ConfusedYou 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.
DeafenedYou cannot hear.
DisarmedYou have dropped your weapon. Picking it up costs your move or an action.
ExhaustionEach level gives -1 to your d20 rolls. A long rest removes one level.
FrightenedWhile the source is in sight, you have disadvantage on attacks and checks, and you cannot willingly move closer to it.
GrappledYour speed is 0. It ends if the grappler is moved away or incapacitated.
HiddenYou are unseen. Your next attack has advantage. Attacking or being found ends it.
IncapacitatedYou cannot take actions or reactions.
MarkedAttacks against you have advantage.
PoisonedYou have disadvantage on attacks and checks, and cannot recover Gambit Points.
ProneYou can only crawl or stand up, which costs half your speed. Melee attacks against you have advantage, ranged attacks disadvantage.
RestrainedYour speed is 0. Attacks against you have advantage, and you have disadvantage on Dexterity saves.
SlowedYour speed is halved.
StunnedYou lose your turn and cannot react. Attacks against you have advantage.
UnconsciousYou 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.