Combat in Fatiuous Artifice

This article covers how combat functions in this homebrew campaign, including basic and house rules.

Player vs Player

    • Player vs Player combat is allowed and follows the same rules as normal combat

Initiative

    • You may not increase your initiative score but you may choose to decrease it
    • Until the first round passes, you will not know the initiative scores of enemies

Advantage

Cinematic Advantage

    • Players may use features of the battle field to get a cinematic advantage
      • To do this, you may propose an action you wish to take and how you wish to use the battle field to your advantage. The GM will determine what attribute and skill (or skills) may be used to accomplish the feat as well as the DC
    • You may request the DC but will not be given the details of the penalty you will face on a fail
    • If you choose to proceed, you will roll the check as part of your move or action
    • Success: you get advantage on your next attack
    • Failure: something bad happens depending on the nature of your attempt

Flanking

When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them have advantage on melee attack rolls against that enemy.
    • A creature can't flank an enemy it can't see
    • A creature can't flank while it is incapacitated
    • A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.

Facing

A creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can change its facing when it ends its move on its turn, and also as a reaction to another creature's move. A creature can normally only target creatures in its front or side arcs and cannot see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls against it with advantage. Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield.
How to Determine Arc Location
    • Pick one side of a creature's space as the direction it's facing
    • Draw a diagonal line outward from each corner to this side to determine the squares in its front arc
    • The opposite side of the space determines its rear arc in the same way
    • The remaining spaces to either side of the creature form its side arcs

Damage

Criticals

    • Nat 20 = Attack hits, roll attack's damage dice twice, Sum = attack's damage against target
    • Nat 1 = Attack misses. Nat 1s on more ambitious attacks may result in self or ally damage.

Non-Lethal Damage

    • You may do non-lethal damage to an enemy but it must be announced before damage is rolled.
    • You may announce that all damage dealt by you to a specific creature will be non-lethal and may change your mind at any time.
    • Non-lethal damage can only be done if you can concentrate while dealing damage.
    • Non-lethal damage must be melee damage.

Wounds (PCs Only)

  • Open Wounds: Whenever a critical is scored against you, instead of multiplying the damage, you receive 1 open wound. If you have 1+ open wounds when you receive a new open wound, you will make a
    Constitution Saving Throw with a DC = 10 + (number of open wounds)
    Failed saving throws result in an injury.
      • Damage equal to or greater than 2x your Con score (after any mitigations) is always an open wound
      • Until the end of the encounter, at the beginning of your turn you lose 1 hp per Open Wound
    • Injuries: Whenever you fail an open wound saving throw or drop to 0 hp, you gain an injury.
      • The exact type and severity of the injury will depend on the type and circumstances of the most recent damage that triggered the open wound gain or the drop to 0 hp.

Mitigation & Recovery

    • You may stop the bleeding damage from an open wound if you spend your action to make a
      DC 8 Medicine check
      • Open wounds can be removed with a DC 12 Medicine check or expending 1 use of a healer's kit (10 uses per kit).
      • Open wounds can be removed by healing from spells or features. Magic can cure both hp damage and Remove 1 open wound per ? hp of healing.
    • Stabilizing: If a creature is at 0 HP, it can be stabilized on a successful DC 10 Medicine check or with one use of a Healer's kit.
    • A stabilized creature does not have to make Death Saving Throws.

Unconsciousness

From Wounds

    • If you have more open wounds than your Prof mod + Con mod (3 min.), you immediately fall unconscious
      • You will still take damage from open wounds while unconscious and if you reach 0 hp you will begin making Death Saving Throws
      • If stabilized, you will regain consciousness in 2d4 hours and lose all wounds
      • If healed, you will regain consciousness immediately and lose all open wounds

From HP

    • Reaching 0 hp knocks you unconscious and you will begin making Death Saving Throws
    • Every time you fall unconscious you gain one injury. Write down the damage type & location for each injury.
      • Injuries will not be determined until you regain consciousness.
    • Injuries may or may not be permanent depending on the circumstances and the severity of the injury.

From Injuries

  • If the number of injuries your character possesses is equal to or greater than your

    Con mod + Prof mod (3 min.)

    you fall unconscious and begin making Death Saving Throws.
    • Spells such as Spare the Dying do not change in their function.

Death

Death Saving Throws

    • All death saves are done secretly between you and the DM.
    • When you fall into unconsciousness from wounds, HP, or injuries, you begin making Death Saving Throws.
    • Three Successes are required for your character to stabilize. Upon regaining any amount of HP (excluding temporary HP) or being stabilized, your death save count resets.
      • Death Saving Throws have a DC 10 and require a roll of 1d20.
      • Nat 20: Gain 1 Hit Point & Regain Consciousness
      • 10-19: Succeed 1
      • 2-9: Fail 1
      • Nat 1: Fail 2
    • Upon failing 3 death saves, your character is dead. If this occurs, we will discuss how to proceed at the end of the session.
    • Common Features that affect death saves: Spare the Dying, Bardic Inspiration, Bane, Bless, Lucky

*Note: As death saving throws are saving throws, spells or features that grant advantage or disadvantage on saving throws also apply to death saves. However, death saves do not have an associated attribute or skill. This means advantage or disadvantage on saving throws associated with a specific attribute or skill do not affect your death saves.

General Rule: Meets it beats it | Except in contests where if the result is a tie, the situation remains the same as it was before the contest

Combat Actions

1 Move Action

Limited by Movement Speed
  • Move up to your speed on your turn
  • Movement can be interrupted to perform any other action and then finished afterward.
Movement Types, Costs & Modifiers
  • Move
    • Cost: 5ft per 5ft
  • Climb
    • Cost: 10ft per 5ft
  • Swim
    • Cost: 10ft per 5ft
  • Drop prone
    • Cost: 0ft
  • Crawl
    • Cost: 10ft per 5ft
  • Stand Up
    • Cost: 1/2 Movement Speed
  • High Jump
    • Cost: 5ft per 5ft
  • Long Jump
    • Cost: 5ft per 5ft
  • Difficult Terrain
    • Cost Modifier: +5ft per 5ft
  • Grapple
    • Modifier: Speed Halved
  • Change Facing
    • Cost: 0ft at End of Turn

1 Action

  • Attack: Make a melee or ranged attack.
  • Attack Types and Clarifications
    • Ranged Attacks
      • Single Range: You cannot attack a target beyond the range.
      • Short/Long Range: The smaller number is the Short (normal) range. The larger number is the Long range. Any attack within the Long range is made with disadvantage. You cannot attack beyond the Long range.
      • Close Combat: If making a ranged attack within 5 feet of a hostile creature who can see you and isn't incapacitated, you have disadvantage on that attack.
    • Melee Attacks
      • The default melee attack range is 5 feet (a 5-foot reach).
      • Unarmed Strike: An attack made without a weapon. You are always proficient with your unarmed strikes.
        • To hit: 1d20 + Strength Modifier + Proficiency Bonus
        • Damage: 1 + Strength Modifier Bludgeoning damage.
      • Grapple Attack: Grab or wrestle a creature to apply the Grappled condition (see the Conditions section later in this article for details).
        • Grappling replaces 1 attack action.
        • Requirements: The target must be no more than one size large than you. It must be within your reach (default 5 feet). You must have at least one free hand.
        • Grapple Attack Check: (Your) Strength (Athletics) check contested by (Target's) Strength (Athletics) or Dexterity (Acrobatics) check (Target chooses).
        • Escaping a Grapple: Using 1 action, grappled creature must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by (Grappler's) Strength (Athletics) 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).
      • Shove Attack: Knock a creature prone or punch it away from you.
        • Shoving replaces 1 attack action.
        • Requirements: The target must be no more than one size larger than you. It must be within your reach (default 5 feet).
        • Shove Attack Check: (Your) Strength (Athletics) check contested by (Target's) Strength (Athletics) or Dexterity (Acrobatics) check (Target chooses).
        • Shove Attack Success: You either knock the target prone or push it 5 feet away from you.
    Making an Attack
    • If the total of the attack roll + modifiers = or exceeds the targets Armor Class (AC), the attack hits.
    • Ability Modifier: Melee weapons use Strength, Ranged weapons use Dexterity, and Spells that require an attack roll use an ability dictated by the spellcasting ability of the spellcaster. (Weapons with the finesse or thrown property break this rule).
    • Proficiency Bonus: Your proficiency bonus is added to an attack roll if you are using a weapon you have proficiency with or you are attacking with a spell.
    • Hidden Mechanics:
      • Attacking a hidden target: If you attempt to attack a hidden target, you have disadvantage on the attack roll. You automatically miss if the target isn't in the location, but you will not be told if you guessed the target's location correctly, only that the attack missed.
      • Attacking while hidden: If a creature can't see you, you have advantage on your attack roll. If you are hidden (unseen and unheard) when you make an attack, you give away your location (losing the hidden condition) regardless of if the attack hits.
  • Cast a Spell: Cast one spell provided it has a casting time of 1 action.
  • Dash: Double your movement speed.
  • Dash Clarifications
    • Gain and use extra movement equal to your speed (including modifiers).
  • Disengage: Prevent opportunity attacks.
  • Disengage Clarifications
    • Your movement does not provoke opportunity attacks for the rest of the turn
  • Dodge: Make attack rolls against you roll with disadvantage provided you can see the attacker, and make Dexterity Saving throws with advantage.
  • Dodge Clarifications
    • Is in effect until the start of your next turn.
    • You lose this benefit if you are incapacitated or your speed drops to 0
  • Help: Grant a creature advantage on an ability check for a task or an attack.
  • Help Clarifications
    • Ability Check:
      • Advantage is only provided for that specific task and the target task cannot be changed after your turn as ended.
      • The check must be made before the start of your next turn to make use of this effect.
      • You must be able to explain how you are able to provide advantage
      • Aid cannot be provided for saving throws.
    • Attack:
      • The attacking creature must be within 5 feet of you.
      • Advantage is only applied to the first attack roll made by target creature
  • Hide: Make a Dexterity (stealth) check in an attempt to hide.
  • Hide Clarifications
    • The DM will decide if it is possible to hide in your location.
    • That check's total is contested by the Wisdom (Perception) check of any creature that actively searches for your presence along with creatures passive Wisdom (Perception) score. until you are discovered or leave hiding.
      • Passive Perception = 10 + Wisdom Mod + Bonuses + Penalties + 5 (if advantage) - 5 (if disadvantage)
    • You cannot hide from a creature that can see you clearly.
    • Making noise gives away your position.
    • An invisible creature can always try to hide, but hiding is not guaranteed
    • In combat, if you come out of hiding and approach a creature, it usually sees you unless the DM determines the creature is distracted.
    • Provided you are in range and still hidden, you gain advantage on an attack roll before you are seen.
  • Ready: Choose an action or movement to perform using your reaction when a specified trigger occurs before the start of your next turn.
  • Ready Clarifications
    • How to take a ready action:
      • 1st: Choose a perceivable circumstance to trigger your reaction.
      • 2nd: Choose an action to take in response to that trigger, or move up to your speed in response to it.
    • When/If the trigger occurs, you can take your reaction right after the trigger finishes or ignore the trigger.
    • This uses up your reaction for that round.
    • Readying a spell:
      • The spell is cast as normal, but you hold its energy, which you release with your reaction when the trigger occurs.
      • The spell must have a casting time of 1 action.
      • Holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect.
      • Readying a spell uses up a spell slot the moment it is cast (during your action) and your spell slot is used regardless of whether the spell takes effect or not.
  • Search: You use your action to find something, often involving a skill check (determined by the DM).
  • Search Clarifications
    • Most often skill checks associated with the Search action will be Wisdom (Perception) or Intelligence (Investigation) checks.
    • The Search action allows you to find creatures with the hidden condition.
  • Use an Object: Interact with an object more than once , use multiple objects, or interact with an object that requires more of your attention/time.
    • Equip or unequip a shield

1 Bonus Action

  • Offhand Attack: Use a bonus action to attack with a light melee weapon you are holding in your offhand.
    • Requirement: You must have taken theattack action with a light melee weapon in your main hand.
    Offhand Attack Clarifications
    • You don't add your ability modifier to the damage of the bonus attack (unless it is negative).
    • If either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.
  • Cast a Spell: Cast one spell provided it has a casting time of 1 bonus action.

1 Reaction

You can use a reaction once at any point during the round until it is your turn again.

If a reaction has no specified timing, or the timing is unclear, the reaction occurs after its trigger finishes

  • Change your facing: Change your facing in reaction to another creature's movement
  • Opportunity Attack: Attack a hostile creature that moves out of your reach with a melee attack.
  • Cast a Spell: Cast one spell provided it has a casting time of 1 reaction.
  • Readied Action: Use your readied action provided the declared trigger has occurred.

Free Actions

  • Communication
  • Drop concentration
  • Drop prone
  • Release a creature from a grapple
  • Perform weapon flourishes
  • Drop an item from your hands
  • Take a hand off a two-handed weapon
  • Interact with an object
Free Object Interaction Examples
  • Draw or sheathe a weapon
  • Open or close a door
  • Withdraw a potion from your belt pouch or bandolier
  • Pick up a dropped weapon
  • Take a small object
  • Remove a ring from your finger
  • Stuff some food into your mouth
  • Plant a banner in the ground
  • Fish a few coins from your belt pouch
  • Drink all the ale in a flagon
  • Throw a lever or a switch
  • Pull a torch from a sconce
  • Take a book from a shelf within reach
  • Extinguish a small flame
  • Don a mask
  • Pull the hood of your cloak up and over your head
  • Put your ear to a door
  • Kick a small stone
  • Turn a key in a lock
  • Tap the floor with a pole
  • Hand an item to another character
  • Toss an object (cannot be an attack)