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:
- Maximize one set of your weapon’s damage dice
- Roll one set of your weapon’s damage dice normally
- 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 Type | Standard AC | Touch AC Calculation | Example Touch AC |
|---|---|---|---|
| Unarmored (10 + DEX) | 15 | 10 + DEX (+5) | 15 |
| Leather Armor (11 + DEX) | 16 | 10 + DEX (+5) | 15 |
| Chain Mail (16) | 16 | 10 + DEX (+0) | 10 |
| Plate Armor (18) | 18 | 10 + DEX (+0) | 10 |
| Plate + Shield (20) | 20 | 10 + 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 Type | Standard AC | Flat-Footed AC Calculation | Example Flat-Footed AC |
|---|---|---|---|
| Unarmored (10 + DEX) | 15 | 10 only | 10 |
| Leather Armor (11 + DEX) | 16 | 11 (base armor) | 11 |
| Chain Mail (16) | 16 | 16 (armor only) | 16 |
| Plate Armor (18) | 18 | 18 (armor only) | 18 |
| Plate + Shield (20) | 20 | 18 + 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 Range | Die Size |
|---|---|
| 1–9 | d6 |
| 10–16 | d8 |
| 17+ | d10 |
Maneuver Progression#
You learn maneuvers as you level up, gaining access to more powerful options at higher levels.
Maneuvers Known Table#
| Level | Maneuvers Known | Tier Unlocked |
|---|---|---|
| 3 | 2 | Basic Maneuvers |
| 5 | 3 | Advanced Maneuvers |
| 7 | 4 | Tactical Maneuvers |
| 9 | 5 | Expert Maneuvers |
| 11 | 6 | Legendary Maneuvers |
| 13 | 7 | Legendary Maneuvers |
| 15 | 8 | Mythic Maneuvers |
| 17 | 9 | Mythic Maneuvers |
| 19 | 10 | Mythic 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+)#
| Maneuver | Type | Effect |
|---|---|---|
| Precision Strike | Attack | Add Superiority Die to an attack roll |
| Parry | Defense | Reduce incoming damage by Superiority Die + DEX modifier |
| Riposte | Reaction | Make a melee attack against an enemy who misses you |
| Trip Attack | Attack | Knock target prone if they fail a STR save (DC = 8 + Prof + STR/DEX) |
Advanced Maneuvers (Level 5+)#
| Maneuver | Type | Effect |
|---|---|---|
| Disarming Strike | Attack | Force enemy to drop a weapon/item (STR save) |
| Menacing Strike | Attack | Cause fear in the target (WIS save) |
| Brace | Reaction | Attack an enemy who moves into your reach |
Tactical Maneuvers (Level 7+)#
| Maneuver | Type | Effect |
|---|---|---|
| Tactical Push | Attack | Push enemy 10 feet back (STR save) |
| Quickstep | Movement | Move 10 feet as a reaction without provoking opportunity attacks |
Expert Maneuvers (Level 9+)#
| Maneuver | Type | Effect |
|---|---|---|
| Commanding Shout | Tactical | Give an ally an extra attack (they use their reaction) |
| Unbreakable Will | Defense | Gain advantage on all saves until your next turn |
Legendary Maneuvers (Level 11+)#
| Maneuver | Type | Effect |
|---|---|---|
| Sweeping Strike | Attack | Hit two adjacent enemies with one attack |
| Overpowering Blow | Attack | Knock enemy back 20 feet (STR save) |
| Master Duelist | Attack | Reroll a missed attack once per short rest |
Mythic Maneuvers (Level 15+)#
| Maneuver | Type | Effect |
|---|---|---|
| Deathblow | Attack | If target is below 50% HP, they make a CON save or die |
| Legendary Endurance | Defense | Ignore one level of exhaustion & resist all damage for 1 turn |
| Storm of Blades | Attack | Make 3 attacks using 1 action (Level 19+) |
How Maneuvers Work in Play#
- Using a Maneuver: When you use a maneuver, you expend one Superiority Die
- Adding the Die: Roll the Superiority Die and add it to the effect (damage, defense, etc.)
- Saving Throws: If a maneuver requires a save, the DC = 8 + Proficiency Bonus + STR or DEX modifier (your choice)
- 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!