Combat Rules#

These house rules add tactical depth to combat through modified critical hit mechanics, additional Armor Class types, and maneuvers for all martial characters.


Critical Damage#

This campaign uses the Chris Perkins Critical Hit Formula for more consistent and exciting critical damage.

How It Works#

When you score a critical hit:

  1. Maximize one set of your weapon’s damage dice
  2. Roll one set of your weapon’s damage dice normally
  3. Add your normal modifiers
**Formula**: Critical Hit = Max Damage Dice + Rolled Damage Dice + Modifiers

Examples#

Greatsword Critical Hit (2d6 damage)

  • Normal hit: 2d6 + STR modifier
  • Critical hit: 12 (max 2d6) + 2d6 + STR modifier

Dagger Sneak Attack Critical Hit (1d4 + 3d6 sneak attack)

  • Normal hit: 1d4 + 3d6 + DEX modifier
  • Critical hit: 4 (max 1d4) + 18 (max 3d6) + 1d4 + 3d6 + DEX modifier

Firebolt Critical Hit (2d10 fire damage)

  • Normal hit: 2d10 fire damage
  • Critical hit: 20 (max 2d10) + 2d10 fire damage

Why This Change?#

Standard 5e critical hits can be disappointing (rolling all 1s feels terrible). This method:

  • Guarantees meaningful damage on crits
  • Still maintains variability with the rolled dice
  • Makes critical hits feel impactful

Armor Class Variants#

In addition to standard AC, this campaign uses Touch AC and Flat-Footed AC for certain situations.

Touch Armor Class (Touch AC)#

Touch AC represents how hard you are to touch, ignoring physical armor.

Touch AC = 10 + Dexterity Modifier + Dodge/Deflection Bonuses + Size Modifier

**Important**: Touch AC does NOT include armor bonuses or shield bonuses.

When Touch AC Is Used#

Touch AC is used for attacks that bypass physical armor:

  • Spells that require a physical touch (Shocking Grasp, Chill Touch)
  • Incorporeal touch attacks (ghosts, specters)
  • Certain special abilities that ignore armor

Calculating Touch AC#

Armor TypeStandard ACTouch AC CalculationExample Touch AC
Unarmored (10 + DEX)1510 + DEX (+5)15
Leather Armor (11 + DEX)1610 + DEX (+5)15
Chain Mail (16)1610 + DEX (+0)10
Plate Armor (18)1810 + DEX (+0)10
Plate + Shield (20)2010 + DEX (+0)10

Special Cases#

Monk’s Unarmored Defense: Monks add their Wisdom modifier to Touch AC

  • Touch AC = 10 + DEX + WIS + Dodge bonuses

Barbarian’s Unarmored Defense: Barbarians do NOT add Constitution to Touch AC

  • Touch AC = 10 + DEX + Dodge bonuses
**Quick Rule**: If an attack specifically states it targets Touch AC, calculate it. Otherwise, use standard AC.

Flat-Footed Armor Class (Flat-Footed AC)#

Flat-Footed AC represents your defense when caught off-guard and unable to react.

Flat-Footed AC = 10 + Armor Bonus + Shield Bonus + Size Modifier

**Important**: Flat-Footed AC does NOT include Dexterity modifier or dodge bonuses.

When Flat-Footed AC Is Used#

You use Flat-Footed AC when:

  • You are surprised at the start of combat
  • You haven’t acted yet in the first round of combat
  • You are restrained or paralyzed
  • An attacker is hidden from you (Sneak Attack)
  • You are unconscious or incapacitated

Calculating Flat-Footed AC#

Armor TypeStandard ACFlat-Footed AC CalculationExample Flat-Footed AC
Unarmored (10 + DEX)1510 only10
Leather Armor (11 + DEX)1611 (base armor)11
Chain Mail (16)1616 (armor only)16
Plate Armor (18)1818 (armor only)18
Plate + Shield (20)2018 + 2 (shield)20
**Quick Rule**: Heavy armor users are relatively safe when Flat-Footed. Dexterity-based characters are vulnerable!

Superiority Dice & Maneuvers#

All martial classes gain access to Superiority Dice and Maneuvers, giving them more tactical options in combat.

Superiority Die Overview#

  • All martial classes (Fighter, Barbarian, Ranger, Paladin, Rogue, Monk) gain Superiority Dice
  • You start with 1 Superiority Die at level 3
  • Superiority Dice recharge on a short or long rest
  • Battle Masters gain additional Superiority Dice as per their subclass

Superiority Die Scaling#

Level RangeDie Size
1–9d6
10–16d8
17+d10

Maneuver Progression#

You learn maneuvers as you level up, gaining access to more powerful options at higher levels.

Maneuvers Known Table#

LevelManeuvers KnownTier Unlocked
32Basic Maneuvers
53Advanced Maneuvers
74Tactical Maneuvers
95Expert Maneuvers
116Legendary Maneuvers
137Legendary Maneuvers
158Mythic Maneuvers
179Mythic Maneuvers
1910Mythic Maneuvers
**Battle Masters**: You gain extra Superiority Dice as normal for your subclass. This system gives all martials baseline maneuvers.

Maneuver List#

Basic Maneuvers (Level 3+)#

ManeuverTypeEffect
Precision StrikeAttackAdd Superiority Die to an attack roll
ParryDefenseReduce incoming damage by Superiority Die + DEX modifier
RiposteReactionMake a melee attack against an enemy who misses you
Trip AttackAttackKnock target prone if they fail a STR save (DC = 8 + Prof + STR/DEX)

Advanced Maneuvers (Level 5+)#

ManeuverTypeEffect
Disarming StrikeAttackForce enemy to drop a weapon/item (STR save)
Menacing StrikeAttackCause fear in the target (WIS save)
BraceReactionAttack an enemy who moves into your reach

Tactical Maneuvers (Level 7+)#

ManeuverTypeEffect
Tactical PushAttackPush enemy 10 feet back (STR save)
QuickstepMovementMove 10 feet as a reaction without provoking opportunity attacks

Expert Maneuvers (Level 9+)#

ManeuverTypeEffect
Commanding ShoutTacticalGive an ally an extra attack (they use their reaction)
Unbreakable WillDefenseGain advantage on all saves until your next turn

Legendary Maneuvers (Level 11+)#

ManeuverTypeEffect
Sweeping StrikeAttackHit two adjacent enemies with one attack
Overpowering BlowAttackKnock enemy back 20 feet (STR save)
Master DuelistAttackReroll a missed attack once per short rest

Mythic Maneuvers (Level 15+)#

ManeuverTypeEffect
DeathblowAttackIf target is below 50% HP, they make a CON save or die
Legendary EnduranceDefenseIgnore one level of exhaustion & resist all damage for 1 turn
Storm of BladesAttackMake 3 attacks using 1 action (Level 19+)

How Maneuvers Work in Play#

  1. Using a Maneuver: When you use a maneuver, you expend one Superiority Die
  2. Adding the Die: Roll the Superiority Die and add it to the effect (damage, defense, etc.)
  3. Saving Throws: If a maneuver requires a save, the DC = 8 + Proficiency Bonus + STR or DEX modifier (your choice)
  4. Recovery: You regain all expended Superiority Dice on a short or long rest

Example#

Precision Strike (Level 3 Fighter with 1d6 Superiority Die)

  • You attack with your longsword: roll 14 + 5 (STR) = 19 to hit
  • The enemy’s AC is 20 (you would miss)
  • You use Precision Strike, rolling 1d6 = 4
  • New attack roll: 19 + 4 = 23 (hit!)

Parry (Level 10 Fighter with 1d8 Superiority Die, DEX +2)

  • An enemy hits you for 18 damage
  • You use Parry as a reaction
  • Roll 1d8 = 6, add DEX +2 = 8 total
  • Reduce damage by 8: you take only 10 damage

Strategic Tips#

Building a Combat Style#

  • Aggressive Fighters: Focus on attack maneuvers (Precision Strike, Trip Attack, Sweeping Strike)
  • Defensive Fighters: Focus on defensive maneuvers (Parry, Riposte, Unbreakable Will)
  • Tactical Leaders: Focus on support maneuvers (Commanding Shout, Brace)

Resource Management#

  • You only have 1 Superiority Die per short rest (unless you’re a Battle Master)
  • Save it for crucial moments or use it early to gain advantage
  • Consider multiclassing with Battle Master for more dice

Synergy with Class Features#

  • Rogues: Use maneuvers to set up Sneak Attacks
  • Paladins: Combine with Divine Smite for massive damage
  • Barbarians: Use while Raging for even better effects
**Remember**: Battle Masters get EXTRA Superiority Dice on top of this system, making them the ultimate masters of combat maneuvers!

These combat rules give martial characters more tactical options and make every fight more dynamic!