Combat Action Extension

These rules are designed to an extension of melee and ranged combat within the Dungeons and Dragons 5th Edition ruleset. They are intended to help DMs classify additional actions and provide additional power to various classes.

Basic Attack Options

Design Approach

The intention of this rules extension is to limit the number of additional dice rolling events on the part of the player and DM as much as possible, inkeeping with the general design philosophy of 5th Edition. As such, availiable mechanics are used in nearly all instances and these mechanics are only extended where it becomes interesting for the player.

The system as written is able to be used either as a pure rule extension, or in concert with the additional melee abilities given below. These rules are intended to be broad and useable both in Theatre of the Mind and on a tactical game grid. As such, they are kept as general as possible.

Damage Advantage

A number of these rules rely on an extension of the advantage system which is here called Damage Advantage, for lack of a better term to use. In the case where a player has damage advantage, they roll their damage dice twice and take the highest combined value. If an attack is at damage disadvantage, they roll their damage dice twice and take the lowest combined value.

Damage advantage only accounts for weapon or natural weapon damage rolls, as well as any additional damage rolls naturally availiable on the weapon. Additional damage from class abilities or spells, for example, the Paladin Divine Smite ability, can be considered exempt from this system.

For Dungeon Masters who use average damage values taken from the Monster Manual, damage advantage can be calculated for average damage values by increasing the value given in the Monster Manual by half of its given value, rounded down. Damage disadvatange is similarly given by decreasing the average damage value by half, rounded down. A goblin doing 3 damage will therefore do 4 damage at damage advantage, and 1 at damage disadvantage.

Rounding in this manner may seem to produce spurious numbers at first glance. The first is that rounding up at small numbers will produce huge damage spikes when dealing with hordes of weak monsters attacking a character who has chosen to take an action which provokes damage advantage. Secondly, it fits with the idea of those abilities that tactical actions taken with a roleplay justification should have a risk factor consistent with the story being told.

Additional Attack Options

The following section details the additional attack actions which can be taken under this system. These attack actions are intended to supplement, not replace the default attack action and Advantage system, in order to provide additional reliable circumstances in which a character taking an action might be able to interact with the system.

These rules provide an extension to the Attack system. They may be used as written and stated by the players as a specific action, or they may be used to interpret player requests. They are not available for use in spells, as they are extensions to the standard weapon attack action. Attack actions may only be used as a replacement to the Attack action and not in circumstances where the Attack action is prohibited, not as an Attack of Opportunity. You may make as many attack types as you see fit in a given attack round, but any negative effects are culmulative.

Aggressive Attack

You attack in an aggressive, forceful manner. Any attacks you make are at disadvantage, but any weapon damage rolls are made at advantage.

This attack option can be used to rule for any situation in which a player chooses to force volume of fire, or fight aggressively. An example might be a player choosing to fire quickly from a bow, or a warrior swinging widely with a greatsword, intent on causing damage.

Cautious Attack

You attack with poise and caution. Any opponent attacking you makes their damage roll at disadvantage, but all damage rolls you make are also made at disadvantage.

Cautious attacks are intended to function in those niches where a player wishes to defend themselves, but not at the expense of their attack roll. As such, it is intended to rule for circumstances in which a player wishes to attack conservatively. Examples include a crossbow assassin taking potshots from behind trees before ducking back down or a paladin striking from behind their shield.

Desperate Attack

You throw yourself into a desperate attack against an opponent. Your attack roll is made at advantage. However, any opponents attacking you make their attack rolls at advantage until the start of your next turn.

A desperate attack is when a player or creature exposes themselves to great danger simply to inflict damage. Examples of this might be leaping from a building onto a dragon's back, or a rogue throwing themselves at a much larger creature to get a solid stab in their flank.

The Barbarian class feature Reckless Attack allows you to reroll your damage die once per turn.