
Combat Guide
Master your D&D 5e battles with clear turn order and roll rules.
Combat Basics
⚔️ COMBAT RULES
Combat in this system is fast, clear, and built around two core actions:
Weapon Attacks
Rites (your abilities)
Each turn, you choose how to mix these options to control the battlefield.
⭐ TURN STRUCTURE
🔋 RITE USES PER REST
🎲 ROLLING BASICS
Attack Roll (Weapons)
d20 + STR or DEX + Proficiency (if proficient)
Hit if you meet or beat the target’s AC.
Damage Roll
Use the damage die of your weapon
(e.g., 1d8 for longsword, 1d12 for greataxe).
Rite Roll
To activate a Rite, roll:
d20 + Main Stat Modifier + Proficiency Bonus
Special Creatures and Bosses can make saving throws to reduce or negate Rite effects
If you meet or beat the Rite check (DC 12) → The Rite activates.
If not → The action ends.
On your turn, you may:
1. Move as many times as needed (up to your speed)
2. Take ONE main action:
Weapon Attack
Cast a Rite (If the Rite augments a Weapon Attack - you roll both a Weapon Attack then a Rite Attack)
Use an item
Interact with something (pick up item, open door, etc.)
3. Take ONE optional minor action:
Switch weapons
Drink potion
Communicate briefly
Rites are powerful, so they require recovery.
Per Short Rest
Level 1 Rites: 5 total uses
Level 3 Rites: 3 total uses
These are shared pools by Rite level.
(You don’t track uses per individual Rite.)
Example:
If you cast five Level 1 Rites in a day, you are out of Level 1 uses until you rest.
📘 ENDING YOUR TURN
Your turn ends when:
You finish moving
You finish your one main action
You finish your minor action
You declare the turn over
At end of turn:
Rites with duration expire
Combat Examples
Example 1 — Simple Martial Turn
Breakbound takes their turn:
Move
Weapon attack with greataxe (no Rite used)
Finish movement
Example 2 — Controlled Casting
Example 3 — Resource Pressure
Bard has used:
4 Level 1 Rites
1 Level 3 Rite
They can still fight with weapons and class features,
but need a Short Rest to recover their low-tier support toolkit.
Symphonic Mage uses a Level 3 Rite:
Cast one strong Rite
Uses 1 of the 3 Level 3 uses
FAQ
What is a Rite?
A Rite is your character’s special abilities.
It could be an attack, a buff, a debuff, a movement technique, or a utility skill.
Unless it is a Passive Skill, you must pass a Rite Test (d20 + Modifier + Proficiency) to activate it.
Do enemies get saving throws or AC checks against Rites?
What is the DC for a Rite?
All Rites use:
DC 12
You roll:
d20 + Main Stat Modifier + Proficiency Bonus – Rite Penalties
If you meet or beat 12, the Rite succeeds.
Usually no.
Rites succeed or fail based solely on your Rite Test.
Exceptions:
If a Rite includes a weapon attack → use enemy AC.
Special and Legendary monsters may get special saving throws.
What happens if my character is silenced, stunned, or disrupted?
You cannot cast Rites while:
Stunned
Paralyzed
Silenced (if the Rite is verbal)
Restrained (if movement-based)
Weapon attacks still work unless the condition blocks them.
Weapon Types
Simple weapons
Basic, common, easy to learn.
Examples:
Dagger, club, staff, spear, handaxe, mace
Sling, light crossbow
Martial weapons
Require training, more deadly/versatile.
Examples:
Longsword, greatsword, battleaxe, greataxe
Warhammer, halberd, glaive
Longbow, heavy crossbow
Finesse weapons
You can use STR or DEX for attack rolls.
Examples:
Dagger, shortsword, rapier
Ranged weapons
Use DEX.
Examples:
Shortbow, longbow, crossbows, sling
What are “specialized tools”?
These are non-weapon gear used for skilled tasks—stuff your character has training in.
Think:
Crafting
Repair
Medicine
Investigation
Survival
Performance
Magical/ritual support
Examples of specialized tools
Thieves’ tools — locks, traps
Healer’s kit — stabilize, treat wounds
Smith’s tools — repair/forge metal
Tinker’s tools — gadgets, delicate mechanisms
Herbalism kit — potions, salves
Alchemist’s supplies — bombs/chemicals (if you allow)
Navigator’s tools — sea travel, maps
Cook’s tools — food buffs, camp support