This skill should be used when the user asks to "start combat", "roll initiative", "attack roll", "combat encounter", "damage roll", "hit points", "conditions", or needs guidance on running d20-style tactical combat. Provides combat flow, turn structure, attack resolution, and condition references.
This skill inherits all available tools. When active, it can use any tool Claude has access to.
references/conditions.mdreferences/encounter-example.mdreferences/encounter-template.mdUse this skill to guide d20-style combat encounters. Combat follows a structured turn order determined by initiative, with each participant taking actions to attack, defend, cast spells, or interact with the environment.
When combat begins, establish these elements in order:
Each combatant rolls initiative to determine turn order:
Initiative = d20 + Dexterity modifier
Use the corvran dice-roller skill for initiative rolls:
bash "${CLAUDE_PLUGIN_ROOT}/../corvran/skills/dice-roller/scripts/roll.sh" "1d20+2"
Order combatants from highest to lowest initiative. Ties between players are resolved by player choice; ties between monsters use GM discretion.
Surprise: If a combatant is surprised (unaware combat is starting), they have Disadvantage on their initiative roll.
On each turn, a combatant can take the following in any order:
Move up to your Speed (typically 30 feet). Movement can be split before and after your action.
| Action | Effect |
|---|---|
| Attack | Make one attack with a weapon or Unarmed Strike |
| Cast a Spell | Cast a spell with a casting time of 1 action |
| Dash | Gain extra movement equal to your Speed |
| Disengage | Your movement doesn't provoke Opportunity Attacks this turn |
| Dodge | Attack rolls against you have Disadvantage; DEX saves have Advantage |
| Help | Give an ally Advantage on their next attack or ability check |
| Hide | Make a Stealth check to become hidden |
| Ready | Prepare an action to trigger on a specific condition |
| Search | Make a Perception, Insight, Medicine, or Survival check |
| Study | Make an Intelligence check to recall information |
| Utilize | Use a nonmagical object |
Only available if a feature, spell, or ability grants one. Examples include:
Triggered by specific events. Resets at the start of your next turn.
One free object interaction per turn (draw a weapon, open a door, pick up an item).
To attack, roll d20 and add modifiers, then compare to target's Armor Class (AC):
Attack Roll = d20 + Ability Modifier + Proficiency Bonus (if proficient)
| Attack Type | Ability Used |
|---|---|
| Melee weapon | Strength (or DEX with Finesse) |
| Ranged weapon | Dexterity |
| Unarmed Strike | Strength |
| Spell attack | Spellcasting ability |
Use the dice-roller for attack rolls:
bash "${CLAUDE_PLUGIN_ROOT}/../corvran/skills/dice-roller/scripts/roll.sh" "1d20+5"
Common sources of Advantage:
Common sources of Disadvantage:
On a hit, roll the weapon's damage dice plus your ability modifier:
Damage = Weapon Dice + Ability Modifier
Use the dice-roller for damage:
bash "${CLAUDE_PLUGIN_ROOT}/../corvran/skills/dice-roller/scripts/roll.sh" "1d8+3"
| Weapon | Damage | Type |
|---|---|---|
| Dagger | 1d4 + modifier | Piercing |
| Shortsword | 1d6 + modifier | Piercing |
| Longsword | 1d8 + modifier | Slashing |
| Greatsword | 2d6 + modifier | Slashing |
| Shortbow | 1d6 + modifier | Piercing |
| Longbow | 1d8 + modifier | Piercing |
Roll all damage dice twice, then add modifiers once:
Critical Damage = (Weapon Dice x 2) + Ability Modifier
Example: Longsword critical = 2d8 + STR modifier
When a creature you can see leaves your melee reach using its movement, action, or reaction, you may use your reaction to make one melee attack against it.
Avoiding Opportunity Attacks:
| Cover Type | Benefit |
|---|---|
| Half Cover | +2 AC and DEX saves |
| Three-Quarters Cover | +5 AC and DEX saves |
| Total Cover | Can't be targeted directly |
Making a ranged attack while within 5 feet of a hostile creature imposes Disadvantage.
When you take the Attack action with a light melee weapon, you can use your bonus action to attack with a different light melee weapon in your other hand. Don't add your ability modifier to the damage of the bonus attack (unless negative).
Use an Unarmed Strike to grapple. Target makes STR or DEX save (their choice) vs DC 8 + your STR modifier + proficiency bonus. On failure, target has the Grappled condition.
Use an Unarmed Strike to shove. Same save as grappling. On failure, push target 5 feet or knock them Prone.
Combat frequently applies conditions. See references/conditions.md for full details.
| Condition | Key Effect |
|---|---|
| Blinded | Auto-fail sight checks; attacks have Disadvantage |
| Charmed | Can't attack charmer; charmer has social Advantage |
| Frightened | Disadvantage on attacks/checks while source visible |
| Grappled | Speed 0; Disadvantage on attacks vs non-grappler |
| Incapacitated | Can't take actions, bonus actions, or reactions |
| Invisible | Advantage on attacks; attacks against have Disadvantage |
| Paralyzed | Incapacitated; auto-fail STR/DEX saves; auto-crit if hit |
| Prone | Disadvantage on attacks; melee attacks have Advantage against |
| Restrained | Speed 0; attacks have Disadvantage; Disadvantage on DEX saves |
| Stunned | Incapacitated; auto-fail STR/DEX saves |
| Unconscious | Incapacitated; Prone; auto-fail STR/DEX saves; auto-crit |
At the start of each turn while at 0 HP, roll d20:
Use the Help action with a DC 10 Medicine check to stabilize a dying creature. A stable creature regains 1 HP after 1d4 hours.
For encounter setup and tracking, see references/encounter-template.md and references/encounter-example.md.
If the corvran dice-roller skill is unavailable, describe the required roll and ask the player for the result:
"Roll 1d20+5 for your attack against the goblin (AC 15). What did you get?"
Combat rules derived from SRD 5.2.1, licensed under CC-BY-4.0.