Chapter 6 - Rules Glossary

Here, you'll find definitions of some rules mentioned throughout the book, including the new defensive reactions, Blocking, Dodging and Parrying, as well as the newly added Wounded and Disabled Conditions as caused by Aimed Strikes and some Spells. Also, Surgery is described here as a means to get rid of Wounds and Disabilities.


Blocking

Shields are made to block attacks, and while the base rules only implement this passively, a reactive implementation is highly intuitive. This implementation is provided here.

Blocking: Blocking is a new skill that uses Strength or Dexterity, shield wielders choice, modified by the Blocking Modifier of the wielded Shield.

Blocking Modifier: A usual shield has a Blocking Modifier of +4, with other variants being described in the chapter on Shields. To use the Blocking Modifier of a Shield, you have to have training with Shields.

Prerequisites: To use the features below, you need to be trained with Shields and wield a Shield.

Block: You can use a Reaction to try to block an attack that you can see and that targets you.

Make a Blocking check contesting the attack roll. If the result is at least as high as the attack roll, you successfully block the attack. It deals no damage.

When trying to block a critical hit, you roll with Disadvantage.


Dodging

Dodging isn’t really a thing, let’s change that.

To be more elaborate, in the base game, in many cases, Armor Class includes the Dexterity Bonus of a creature. This reasonably reflects some sort of ability to dodge - what else would the Dexterity Bonus be good for when it comes to avoiding damage? This is completely lost on many tables, as AC is often perceived to be nothing more than a coherent mass of all of this misses or all of this doesn’t affect me. To add to that, defending against attacks is easily perceived as something passive due to the nature of AC, while dodging should imply activity on the defendant’s side.

Implementing some sort of mechanic that allows for reactive dodging would be quite nice for multiple reasons. It (a) makes defending against attacks part of the action economy, giving more weight to proper defensive strategies, it (b) presents the swiftness of some characters in combat, giving more flavour to their character and differentiating it mechanically from other characters, and it (c) gives the player the ability to actively avoid especially dangerous attacks while permitting weaker ones. This, in turn, allows for more aggressive encounter design.

Also, adding an option to dodge & roll would be nice, especially because swiftly jumping away from the point of impact of an attack is something that feels like it should be possible.

Dodging check: A Dodging check is a Dexterity (Acrobatics) check that is modified by the armour you're wearing as follows:

Dodge: You can use your Reaction to try to dodge an attack that you can see and that targets you.

Make a Dodging check contesting the attack roll. If the result is at least as high as the attack roll, you successfully dodge the attack. It misses.

When trying to dodge a critical hit, you roll with Disadvantage.

Dodge & Roll: You can use your Reaction to try to dodge an attack that you can see and that targets you. Make a Dodging check and move to an unoccupied spot within 10 feet of you.

If you're trying to dodge an attack and the result is at least as high as the attack roll, you dodge successfully and the attack misses.

If the Dodging check succeeds, your movement does not provoke opportunity attacks.

If the Dodging check fails, you fall prone at your target location.

If all spots within 10 feet are occupied, you fall prone in place, even if the Dodging check succeeded.

When trying to dodge & roll in response to a critical hit, you roll with Disadvantage.


Parrying

Parrying has long played a relevant role in combat fiction, and these rules explicate how it can be done in this game.

Parrying: Parrying is a new skill that uses the ability that you use your weapon with.

Prerequisites: To use the features below, you need to wield a melee weapon that you are trained with.

Parry: You can use your Reaction to try to parry a melee attack that you can see and that targets you. Make a Parrying check contesting the attack roll. If the result is at least as high as the attack roll, you successfully parry, reducing the attacks damage by your weapons Parrying Power.

When trying to parry a critical hit, you roll with Disadvantage.

When rolling a natural 20 on your Parrying Check, the Parrying Power is doubled.

Parrying Power: A weapons Parrying Power is equal to the maximum damage it can deal on a normal hit. This includes all temporary damage bonuses as well.

For example, a normal rapier deals damage equal to 1d8 + your Strength or Dexterity modifier, so its Parrying Power is equal to 8 + your Strength or Dexterity modifier. If it is also transmuted by the spell Elemental Weapon, which increases its damage by 1d4, its Parrying Power is further increased by 4.


Conditions


Blinded

While you have the Blinded condition, you experience the following effects.


Disabled

A disabled body part is rendered unusable. D20 Tests that rely on that body part automatically fail. Depending on the body part, other conditions or consequences may be associated with that body part being disabled, at the DMs discretion.

A disability can only be treated through highly potent healing magic such as the Regenerate spell or a Rite of Regeneration, or through complicated medicinal procedures only specialists can provide, such as Surgery.


Invisible

While you have the Invisible condition, you experience the following effects.


Weavestrain

For every stack of Weavestrain you have, your Casting Limit is reduced by 1. If your Casting Limit is below 0, you also have to Overcast when using cantrips, and Depthcasting only upcasts by as many Spell Points as are needed to reach the Casting Limit.

After finishing a Short Rest, you lose one stack of Weavestrain, and after finishing a Long Rest, you lose a number of stacks of Weavestrain equal to your Caster Proficiency Bonus.


Wounded

A Wounded body part is more difficult to use. D20 Tests that rely on that body part are rolled with Disadvantage. If a body part is Wounded and receives another wound, it becomes Disabled instead.

A wound can be treated through healing of any kind. One instance of healing removes one wound, while being restored to full hit points removes all wounds. A wound can also be treated through a DC10 Wisdom (Medicine) check, or through one use of a Healers Kit.