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:

  1. Weapon Attacks

  2. 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

A detailed Dungeons & Dragons combat map with miniatures arranged to show turn order.
A detailed Dungeons & Dragons combat map with miniatures arranged to show turn order.