This article contains rules for damage, combat actions, and manoeuvres, with emphasis on things that differ from traditional combat. # Armour Class An Armour Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target. Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one. # Armour Training Armour training allows you to use armour of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armour and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain its AC bonus. # Bloodied A creature is Bloodied while it has half its Hit Points or fewer remaining. # Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack or Utilise action. **_Armour Class._** The **Object Armour Class Table** suggests ACs for various substances. **Object Armour Class Table** | AC | Substance | | --- | ------------------- | | 11 | Cloth, paper, rope | | 13 | Crystal, glass, ice | | 15 | Wood | | 17 | Stone | | 19 | Iron, steel | | 21 | Mithral | | 23 | Adamantine | **_Hit Points._** An object is destroyed when it has 0 Hit Points. The **Object Hit Points** table suggests Hit Points for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section's Hit Points separately. The DM determines whether destroying part of an object causes the whole thing to collapse. **Object Hit Points** | Size | Fragile | Resilient | | --------------------------- | -------- | --------- | | Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) | | Small (chest, lute) | 3 (1d6) | 10 (3d6) | | Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) | | Large (cart, dining table) | 5 (1d10) | 27 (5d10) | **_Damage Types and Objects._** Objects have Immunity to Poison and Psychic damage. The DM might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage. **_No Ability Scores._** An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can't make ability checks, and it fails all saving throws. _**Damage Threshold.**_ Big objects, such as castle walls, often have extra resilience represented by a [[#Damage Threshold]]. # Damage Threshold A creature or an object that has a damage threshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes no damage if 9 damage is dealt to it, since that damage fails to exceed the threshold. If the same object is dealt 11 damage, it takes all of that damage. # Damage Types Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. | Type | Examples | | ----------- | ------------------------------------ | | Acid | Corrosive liquids, digestive enzymes | | Bludgeoning | Blunt objects, constriction, falling | | Cold | Freezing water, icy blasts | | Fire | Flames, unbearable heat | | Force | Pure magical energy | | Lightning | Electricity | | Necrotic | Life-draining energy | | Piercing | Fangs, puncturing objects | | Poison | Toxic gas, venom | | Psychic | Mind-rending energy | | Radiant | Holy energy, searing radiation | | Slashing | Claws, cutting objects | | Thunder | Concussive sound | # Grappling A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. **_Grappled Condition._** Successfully grappling a creature gives it the [[Conditions#Grappled|Grappled]] condition. **_One Grapple per Hand._** A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to target another creature unless it ends the grapple. **_Escaping a Grapple._** A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the [[Conditions#Incapacitated|Incapacitated]] condition or if the distance between the Grappled target and the grappler exceeds the grapple's range. # Immunity If you have Immunity to a damage type or a condition, it doesn't affect you in any way. # Improvised Weapons An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below. **_Proficiency._** Don't add your Proficiency Bonus to attack rolls with an improvised weapon. **_Damage._** On a hit, the weapon deals 1d4 damage of a type the DM thinks is appropriate for the object. **_Range._** If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet. **_Weapon Equivalents._** If an improvised weapon resembles a Simple or Martial weapon, the DM may say it functions as that weapon and uses that weapon's rules. For example, the DM could treat a table leg as a Club. # Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the [[Conditions#Unconscious|Unconscious]] condition and starts a [[Resting#Short Rest|Short Rest]]. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check. # Mounted Combat _Player's Handbook_, page 26 \[[[D&D 5.5E PHB.pdf#page=25|link]]] A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules. ## Mounting and Dismounting During your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse. ## Controlling a Mount You can control a mount only if it has been trained to accept a rider. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: [[Actions#Dash|Dash]], [[Actions#Disengage|Disengage]], and [[Actions#Dodge|Dodge]]. A controlled mount can move and act even on the turn that you mount it. In contrast, an independent mount – one that lets you ride but ignores your control – retains its place in the Initiative order and moves and acts as it likes. ## Falling Off If an effect is about to move your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off, landing with the [[Conditions#Prone|Prone]] condition in an unoccupied space within 5 feet of the mount. While mounted, you must make the same save if you're knocked Prone or the mount is. # Resistance If you have Resistance to a damage type, damage of that type is halved against you (round down). Resistance is only applied once to an instance of damage. # Opportunity Attacks You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. # Surprise If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. # Unarmed Strike Instead of using a weapon to make a melee attack, you can use a punch, kick, head-butt, or similar forceful blow. In game terms, this is an Unarmed Strike – a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you. Whenever you use your Unarmed Strike, choose one of the following options for its effect. **_Damage._** You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier. **_Grapple._** The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the [[Conditions#Grappled|Grappled]] condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possibly only if the target is no more than one size larger than you and if you have a hand free to grab it. **_Shove._** The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the [[Conditions#Prone|Prone]] condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you. # Underwater Combat _Player's Handbook_, page 27 \[[[D&D 5.5E PHB.pdf#page=26|link]]] A fight underwater follows these rules. ## Impeded Weapons When making a melee attack roll with a weapon underwater, a creature that lacks a Swim Speed has Disadvantage on the attack roll unless the weapon deals Piercing damage. A ranged attack roll with a weapon underwater automatically misses a target beyond the weapon's normal range, and the attack roll has Disadvantage against a target within normal range. ## Fire Resistance Anything underwater has Resistance to Fire damage. # Vulnerability If you have Vulnerability to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage.