Combat & Tactics

by Gix3612

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Combat & Tactics 5e

Contents

Introduction

Have you ever had a really cool character idea only to realize you couldn't make it happen until fourth or even eighth level when you could finally take the feats that would make it work? Have you ever been in combat and wished you had picked a different class so you could do more than make basic attacks each round? Well good news, because this book aims to help with just that. Throughout this book are new and modified feats and rules to provide more options, both at character creation and in the heat of combat, to help make fights more varied and fun.

Player Rules

Throughout this chapter are both new and improved rules to, make combats more action packed and make creating your ideal character easier from level one rather than waiting for feats to see them played how you envisioned.

 

Feats

Defensive Duelist

Prerequisite: Dexterity 13 or higher

  • You gain proficiency with two finesse weapons of your choice.
  • When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Author's Note: While this feat is very good, it's often overlooked for more offensive or versatile feats. By having it include proficiency with weapons to use it with, I believe it will be much more appealing for some characters without changing the overall power of the feat.

Grappler

Prerequisite: Strength 13 or higher

  • You have advantage on attack rolls against a creature you are grappling.
  • If the creature you are grappling is prone, you may use a free hand to cover or hold shut its mouth, rendering it unable to speak or cast spells with verbal components.
  • You have advantage on ability checks made to escape a grapple.

Author's Note: This feat needed a major overhaul given that third ability was mistakenly left in after the rule it referenced was removed, and the pin ability is largely obsolete when most of the same effect can be achieved by knocking a grappled creature prone without ever having this feat.

Tactical Awareness

Prerequisite: Intelligence 13 or higher


Your experience and cunning allow you to anticipate traps and ambushes before they happen and to carefully plot your tactical maneuvers.

  • When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
  • You may use your Intelligence instead of your Wisdom for Perception checks and when determining your passive Perception.
  • When you use the Dash action or Disengage action on your turn, you can use a bonus action to take the Dodge action.

Actions in Combat

This section contains changes and additions to the actions that any player may use during combat. Where this new action would alter the way an existing feat would function, an updated version of that feat follows it.

Charge

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. When you take this bonus action, you have disadvantage on this and other attack rolls or ability checks until the end of your turn.

Revised Feat: Charger
  • You no longer gain disadvantage to your rolls when you charge.
  • If you move at least 10 feet in a straight line immediately before taking the charge bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you use the attack to shove and you succeed).

Feint

As a bonus action, choosing one creature within your reach as your target, you make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If you succeed, you have advantage on your next melee attack roll against that creature this turn.

Goad

Using the Attack action, you can make a special attack to draw the attention and distract a creature. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your goad must be within your reach. You make a Charisma (Intimidation) check contested by the target's Charisma (Intimidation) or Wisdom (Insight) check (the target chooses the ability to use). If you win the contest, the target becomes goaded until the end of its next turn.

Condition: Goaded
  • A goaded creature has disadvantage on attack rolls against targets other than those who are goading it.
  • A creature is immune to this effect if it can't see or hear the goading creature.

Ranged Weapon Dual Wielding

This rule makes the following change to the Player's Handbook:

  • In Chapter 5: Equipment, darts now have the light property.
  • In Chapter 6: Customization Options, remove the word melee from the second ability of the Dual Wielder feat.
  • In Chapter 9: Combat, remove all instances of the word melee from the Two-Weapon Fighting section and remove the second paragraph.

This change allows two-weapon fighting with darts and hand crossbows by default and expands the options with the Dual Wielder feat to include slings, blowguns, and nets.

Readied Reciprocation

When you take the Ready action on your turn you can use your bonus action to make that action more focused. When you do so, you make anyone that can see you and is intelligent aware of what actions will trigger your readied action—whether through body language or other means. If you do, you gain advantage on any attack rolls or ability checks you make as part of your readied action.

If you use your reaction for anything other than that readied action, you instead have disadvantage on any rolls you make with your reaction until the start of your next turn.

Example Use: You're trying to catch an enemy for interrogation so you warn them "don't move or I'll shoot" while sighting a nocked arrow on them—you ready an action to loose the arrow with advantage if they move or attack—meanwhile allowing your allies to move in to tie them up.

Shield Bashing

Shield bashing has, of course, always been an option by making an improvised weapon attacks with your shield. However, without the Dual Wielder or Shield Master feats it is often more of a hindrance to you to do so than using your normal weapon.

So in order to make shield bashing more viable, I have added the following shield with the Light property so that it can be used to make attacks while using two-weapon fighting without any feats. As with any attack, this could then be substituted with a shove attack as normal.

Armor Cost Armor
Class
Weight Properties
Shield, light 5 gp +1 3 lb. Light
Revised Feat: Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to make a melee attack or to try to shove a creature with your shield. You are proficient with this attack, the weapon's damage die is a d4, and it deals bludgeoning damage.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Variant Rules

Feats at First Level

As an option at character creation, any non-human may reduce two of their racial ability score bonuses by one point each. If you do so, you gain one feat of your choice.

Honed Skills

In order to gain the benefits of these abilities, you must simply have an Intelligence score of at least 13 and be proficient with the relevant skill.

Author's Note: The abilities used here were originally part of Unearthed Arcana: Feats for Skills. My intent with this variant is to give the intelligence score more importance in the game for characters other than wizards and to give it some relevance to a character's skills, like in previous editions, without rewriting all of the rules.


Charisma (Deception). When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see, hear, and understand you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.


Charisma (Intimidation). When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.


Charisma (Performance). While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.


Charisma (Persuasion). If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.


Dexterity (Acrobatics). As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.


Dexterity (Sleight of Hand). As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.


Dexterity (Stealth). If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.


Intelligence (Arcana). You know the detect magic spell, which you can cast without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level.


Intelligence (History). When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.


Intelligence (Investigation). You can take the Search action as a bonus action.


Intelligence (Nature). You know the detect poison and disease spell, which you can cast without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level.


Intelligence (Religion). You know the detect evil and good spell, which you can cast without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level.


Strength (Athletics). You count as if you were one size larger for the purpose of determining your carrying capacity.


Wisdom (Animal Handling). You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.


Wisdom (Insight). You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.


Wisdom (Medicine). During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.


Wisdom (Perception). Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.


Wisdom (Survival). You know the alarm spell, which you can cast without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level.

Dungeon Mastering

Not wanting to leave the dungeon masters without more variety of their own, this chapter contains several nonplayer characters that can be easily customized to any humanoid race to provide new and interesting dynamics to your combat encounters.

Bruiser

Medium humanoid (any race), any alignment


  • Armor Class 16 (ring mail, shield)
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 18 (+4) 13 (+1) 11 (+0) 13 (+1)

  • Skills Athletics +5
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 2 (450 XP)

Harasser. Once per turn, when the bruiser hits a creature with a melee weapon attack the target becomes goaded until the end of its next turn.

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

The bruiser is meant to disrupt the party and take the brunt of the damage in place of the other monsters.

Brute

Medium humanoid (any race), any alignment


  • Armor Class 18 (plate armor)
  • Hit Points 152 (16d8 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 20 (+5) 13 (+1) 11 (+0) 13 (+1)

  • Skills Athletics +7
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 6 (2,300 XP)

Harasser. Once per turn, when the brute hits a creature with a melee weapon attack the target becomes goaded until the end of its next turn.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the brute can regain 20 hit points.

Actions

Multiattack. The brute makes three melee attacks.

Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

A higher level version of the bruiser, the brute fills the same role.

Elite Guard

Medium humanoid (any race), any alignment


  • Armor Class 16 (chain shirt, shield)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +4, Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Actions

Multiattack. The elite guard makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

The intermediary between a normal guard (CR 1/8) and a veteran (CR 3), the elite guard works best in groups as victims of his shield bash can become easy targets for him and his allies.

Raging Berserker

Medium humanoid (any race), any chaotic alignment


  • Armor Class 16 (scale mail)
  • Hit Points 142 (19d8 + 57)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 5 (1,800 XP)

Charge. If the raging berserker moves at least 15 feet straight toward a target and then hits it with a greataxe on the same turn, the target takes an extra 13 (2d12) slashing damage.

Reckless. At the start of its turn, the raging berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest). If the raging berserker takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The raging berserker makes two melee attacks.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

This higher level version of the Berserker from the Monster Manual can be a dangerous foe—due to his powerful and more accurate attacks—if not dealt with quickly.

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