Combat Actions


Standard Actions

Other Actions

Special Action Description Feat/Attribute?
Aid Another Grant ally advantage or enemy disadvantage Yes
Bull Rush Push an opponent back 5 feet or more No
Charge Move twice your speed and gain advantage No
Cleave Hit multiple enemies with one melee attack No
Disarm Knock a weapon out of opponent’s hand No
Feint Remove dexterity bonus to opponent DTH Yes
Grapple Wrestle with opponent No
Mounted Combat Fight while riding steed Yes
Sunder Strike opponent’s armor or shield No
Throw Splash Weapon Throw container of liquid No

Aid Another

Using the Protector feat or similar class attribute (such as the Protection fighting style for Fighters), you can use you reaction to force disadvantage on the attack roll of an opponent against an ally within 5 feet of you. Alternatively, you may make an Aid attack at disadvantage to give advantage to another ally’s next attack against the same creature, regardless if your attack lands.

Bull Rush

Bull rush replaces a standard attack, but may be performed along with a Charge. You can only bull rush an opponent who is one size category larger than you, or smaller.

When you bull rush, you grant an opportunity attack from the defender. You then make opposed strength checks, gaining advantage if you are a size category (or more) larger or disadvantage if you are a size category smaller (or smaller) than the defender. If you are charging, you may also get advantage. If the defender is exceptionally stable, they may also get advantage.

If you beat the defender’s strength check, you push them back 5 feet, plus up to 5 more feet per each 5 points you beat the check by.


Charging allows you to move double your normal speed and still make an attack, but limits the way that movement can be done. The movement must be before the attack, not after, and must be in a straight line to the defender. You must have a clear path without obstacles or difficult terrain.

Charging grants you advantage to hit, but gives attackers advantage to hit you until your next action. Charge also grants you advantage on bull rush. If charging on a mount and wielding a lance, it does double damage.

If a character is wielding a two-handed piercing melee weapon and is “readied”, he deals double damage to a charging character.


Cleaving is an attempt to strike so hard that multiple opponents are felled by the attack. For instance, a barbarian might attempt to cleave in order to destroy several weak skeletons with one swing of his axe.

Cleaving attacks are made at disadvantage; however, if they hit and kill the targeted opponent, they make another disadvantaged attack against the next opponent in line (see below). If that opponent is killed, you make another disadvantaged attack, and so on. For each successive attack after the first, the damage dealt is halved.


A Disarm attack attempts to force the weapon out of an opponent’s hand and onto the ground. The attacker and the defender both roll normal attack rolls (some actions, like Feint, might give advantage). If the attacker beats the defender, the defender is disarmed. If the defender beats the attacker by more than 9, the attacker is disarmed. Otherwise, this attack has no effect.


Performing a Feint attempts to fool your opponent into being flat-footed. A successful Feint gives advantage to a disarm attempt and removes the DEX and WIS modifiers to DTH.

A Feint is made by making a Persuade check against the defender’s Insight check. If successful, the opponent’s DTH loses DEX and WIS bonuses for attacks by you until your next attack, reducing it to 10 for most characters.

A Feint against a non-humanoid is rolled at disadvantage, and against a non-intelligent creature is impossible.


Grappling is physically restraining your opponent. Each time an opponent resists a grapple, you roll a grapple check, which is a STR check. If one character is a size larger than the other, they take advantage.

To initialize a grapple, make a melee attack roll (d20+STR+proficiency). If you succeed, do a grapple check (see above). If you succeed again, the target is grappled, and can attempt to break free at the start of each of his turns. Attempting to break free of a grapple is a d10+0 action for initiative.

While grappling, both characters lose DEX bonuses to DTH and can only move at half speed with a new successful grapple check. Only one-handed light actions can be made while grappled.

Mounted Combat

If a horse is trained to handle combat, you can engage in mounted combat.

To use both hands for combat, a Ride(DEX) check is necessary to guide the horse with your knees. Being mounted gives advantage against characters on foot. If you Charge, all rules for charging apply while mounted as well.

You can fire ranged weapons while your mount uses full movement, but at disadvantage.

If your mount falls in battle, you must succeed in a DC15 Ride(DEX) check or take 1d6 falling damage. If you are knocked out, there’s a 50% chance to fall and take 1d6 damage, and 50% to stay mounted.


Sunder is an attempt to damage a piece of armor on the opponent. Both attacker and defender make an attack roll. If using a light weapon, the roll is disadvantaged; if using a heavy two-handed weapon, the attack is advantaged. If your attack roll beats the defender’s, you do normal damage (even if you rolled critical). If your attack roll is 10 greater than your opponent’s, it counts as a natural 20 for rolling durability checks on the equipment.

Throw Splash Weapon

A splash weapon is a ranged weapon that breaks on impact, scattering or splashing its contents in an area. There are two ways this attack can happen: against an opponent or a stationary object.

Against an opponent

Make a ranged attack roll (d20+DEX+prof) against the opponent. A successful attack hits the target and any creatures with in 5 feet of the target. The target takes 1d4 impact damage, and all affected creatures (including the target) suffer the effects of the contents.

On a miss, roll d12. The number of feet you missed by is equal to how much the roll missed (e.g., missing by 6 means 6 feet off-target). Roll d12. The splash hits the number of feet away in the clock direction indicated by the roll, with 6 being back at the thrower and 12 being away from the thrower and past the target. No impact damage is done.

For example, Alice throws a vial of holy water at Bob. Her roll is (d20+DEX+prof)=8, and her opponent has a DTH of 14, so she misses by 6. Alice rolls a d12 and gets a 9. This means the splash goes off 6 feet to Alice’s left (9 o’clock) of Bob, and splashes all creatures within 5 feet of it.

Against a stationary target

This is similar to attacking an opponent, except the DTH for a stationary object is 5. If the attack misses, follow the rules described above in Against an Opponent to determine the landing location of the attack.

Combat Actions

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