Combat Rules

## Advantage/Disadvantage Stacking

1) If you have 2 conditions which would give you advantage, you receive advantage and a +2 to the roll, and an additional +2 for every condition that gives you advantage;

2) This also applies for disadvantage, granting additional -2 modifiers

## Bloodied:

Players cannot in combat cannot describe their hit points accurately - instead anyone can look at another creature (unless it has a specific ability or nature) and tell if it is *healthy* (no or negligible damage), *hurt (*some damage*), BLOODIED (*half damage*), or On-Deaths Door (*A few hit points from O HP*).* This also works for creatures, so thar you can see how wounded they are roughly, just by asking.

## Death Saves

1) Death Saves take place at the beginning of the turn, after they are struck;

2) Death Save Failures remain in place when you are woken up - 1 Resets during a short rest, and a Long Rest removes them all;

3) When unconscious, damage they take contributes varying number of auto-death save failures; 1-25 is 1 auto failure; 26-50 damage is 2 auto failures; and 50+ damage is an automatic death

4) Other players can take part in the help action, if they are in melee range, and they take their full action to help, even if they do not have medicine - though a skill or attribute roll is usually required (DC 10 for a skill, 13 for an attribute) - be creative - i.e. A religion roll to petition your God/Goddess for a miracle, a Str check to staunch the flow of blood from a massive slashing wound, etc;

5) If 3 Death Saving throws are succeeded in a row, or if a Natural 20 is rolled, you revive with 1 hit point and a level of exhaustion

6) When you are unconscious, you are technically in and our of consciousness, you can speak but perform no actions, bonus actions or reactions and cast no spells - but you can still have cool last words.

## Flanking

1) As a bonus action, a player can during their turn make a skill or attribute check in order to grant advantage to an ally on the opposite end of an adversary;

2) You can do this automatically if you are willing to spend your action to "help";

3) Any skill or attribute roll can be used as long as you do so creatively (DC is usually lower for skills, and higher for attributes); I.e. You make it look like you are going to cast a spell using arcana (DC of 10 + the victims bonus wisdom); or you use a feint (a Dex roll of a DC 10 + the victims Dex bonus)

## Exhaustion

Some circumstances while not effecting hit-points can weaken characters, usually based on a failed constitution saving throw after suffering from the following:

* Not eating for 72 hours (DC 12 with +2 every subsequent day)
* Not drinking clean water for 24 hours (DC 12 with +2 for every subsequent day)
* Not sleeping in 24 hours (DC 10 with +2 DC with every subsequent day)
* Activity during extreme temperatures
* Being revived after being at 0 Hit points
* Long Rest in your Armor (DC 12 for light armor, 14 for medium armor, 16 for heavy armor)
* Sprinting

## Initiative

10 Second Rule - You have ten seconds to decide what your action is, although you can elaborate more. This keeps combat moving, and increases the fog of war.

## Massive Damage:

If in one attack/effect/poison you take half of your damage, you have a chance to fall unconscious. Its a Con save with a DC of 15. The unconsious person essentially is unconsious, but without the need to roll death saves. They are stable, and vulnerable. Any healing or medicine check (DC 10) will revive them.

## Mounted Combat

-A mounted combatant can use their action to make a handle animal roll (DC 10 on flat easy terrain, DC15 on difficult terrain);

-If the test is successful, the mounted character can move the distance of the mount at a dash (taking into account difficult terrain), and cast a cantrip, or use a melee weapon as a bonus action. This melee attack gets a bonus to damage = to +1 for every 15 ft moved (but not the spell). Certain weapons that are specifically designed for being used by mounted soldiers double that bonus.

## Standing Up from Prone:

1) It takes 15 ft to stand up from prone, and takes a reaction;

2) Standing up from prone allows for the opportunity attack by enemies within melee range;

## Sprint:

In a turn you can sprint 5 times your movement speed, however you need to succeed on a Constitution save of 12 or either stop and receive a level of exhaustion. No stealth is allowable, any creature within threat range can use their reaction to get an opportunity attack with advantage (INCLUDING Ranged weapons within the hands of their enemies); Every round after that you get +1 to the DC.

## Targeting Attacks:

1) Apply disadvantage, in order to target a specific area for specific effects - damage thresholds might, or saving throws for the victim might be required in order to achieve a specific effect