Combat

Initiative, turn structure, attacks, damage, conditions, and death saving throws.

Starting combat

When combat begins, everyone involved — your character and all enemies — rolls initiative: d20 + their Dexterity modifier. The Raven sorts the results and announces the turn order. Ties between players and enemies are broken in the player's favor.

Your turn

On your turn you have:

| Resource | Notes | | ---------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Action | The main thing you do — attack, cast a spell, dash (double speed), disengage (avoid opportunity attacks), dodge (attackers have disadvantage, you have advantage on DEX saves), hide, help, or use an object | | Bonus action | Only if a class feature, feat, or spell grants one (e.g., Two-Weapon Fighting, Cunning Action) | | Reaction | Once per round, triggered on another creature's turn (opportunity attack, Shield spell, Readied action) | | Movement | Up to your speed (usually 30 ft) — can split before and after your action |

Attack rolls

To attack: d20 + attack bonus vs. target's AC.

Attack bonus = ability modifier + proficiency bonus (for weapons you're proficient with)

  • Melee attacks use STR modifier (or DEX for finesse weapons like rapiers and daggers)
  • Ranged attacks use DEX modifier
  • Spell attacks use your spellcasting ability modifier (INT, WIS, or CHA depending on class)

Critical hit: A natural 20 on the attack roll is an automatic hit regardless of AC. Roll all damage dice twice and add modifiers once.

Advantage/Disadvantage: Some conditions or circumstances give you advantage (roll two d20s, take the higher) or disadvantage (take the lower) on attack rolls.

Damage

On a hit, roll the weapon's or spell's damage dice and add the relevant ability modifier. The Raven applies the damage to the target's HP automatically.

Resistance: Some creatures take half damage from certain damage types. The engine applies this automatically.

Immunity: Some creatures take no damage from certain types. Also applied automatically.

Dropping to zero HP

When a creature reaches 0 HP it falls unconscious. Player characters make death saving throws at the start of each of their turns:

  • Roll d20 (no modifiers)
  • 10 or higher: 1 success
  • 9 or lower: 1 failure
  • Natural 20: Regain 1 HP and regain consciousness
  • Natural 1: Counts as 2 failures

3 successes → stabilized (unconscious but no longer dying). 3 failures → dead.

Taking any damage while at 0 HP counts as 1 failure. Taking a critical hit at 0 HP counts as 2 failures.

An ally can use their action to make a DC 10 Medicine check to stabilize you without spending healing resources.

Opportunity attacks

When a creature you can see leaves your melee reach without using the Disengage action, you can use your reaction to make one melee attack against them.

Ending combat

Combat ends when all enemies are defeated, flee, or surrender, or when The Raven determines the encounter is over. The Raven handles cleanup (removing conditions, clearing initiative order) automatically.