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1. Determine surprise.

ANATOMY
Dexterity (Stealth) check vs. passive Wisdom (Perception) score, or by situation.
OF COMBAT
2. Determine reaction and establish positions.
Roll 2d6 for random reactions (+/- Charisma modifier of any interacting PC or first-on-scene):
❖ 2 or less = Hostile
❖ 3-5 = Indifferent, unfriendly (disadvantage to shift attitude; fail by 5+ shifts to hostile)
❖ 6-8 = Indifferent
❖ 9-11 = Indifferent, interested (advantage to shift attitude; certain skills may auto shift to hostile)
❖ 12+ = Friendly

3. Roll initiative.
1d20 + Dexterity modifier, characters & creatures take turns in descending order.

4. Take turns.
1. Start of turn
2. You get 1 action, 1 move, and 1 interaction; 1 bonus action (optional)
a. Resolve reactions
3. End of turn

5. Check morale.
Fearless = no check. Courageous = advantage. Cowardly = disadvantage. 1d20 vs. DC 10; add leader’s Charisma modifier, if
any. Check only when…
❏ First ally defeated
❏ Half of your allies defeated
❏ Leader (if any) defeated
❏ PC succeeds at DC 15 Charisma (Intimidation) check; only once per encounter

Results:
❖ Success! Rally.
❖ Fail! Broken. Withdraw if possible.
❖ Fail by 5+! Panicked. Flee by fastest route heedless of opportunity attacks. Possibly frightened.

6. Begin the next round.


When everyone involved in the combat has had a turn, and morale check(s) have been made, the round ends.
Repeat steps 4+5 until the fighting stops.

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