Combat

Added combat rules and guidelines.

Adamantine and Silver

Adamantined Weapons

A skilled smith with access to this rare material can add adamantine components to a weapon to improve its ability to break objects. A hit against an object with an adamantine weapon is automatically a critical hit, and the material improves the weapon’s performance against certain construct creatures. Adamantine ammunition does not break in battle; each piece can be recovered after a fight. You can adamantine a single weapon for 500 gp (or 1 piece of ammunition for 50 gp.) This cost represents the price of the adamantine and the expertise needed to add adamantine to the weapon without making it less effective.

Silvered Weapons

A skilled smith can add silver components to the striking surfaces of a weapon without degrading the weapon’s performance. Such weapons affect creatures that are normally immune to or resistant to damage from non-silver weapons. You can silver a single weapon for 100 gp (or 1 piece of ammunition for 10 gp). This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Conditions

Most conditions are unchanged, but this section includes a few tweaks to make the effects of said conditions less arbitrary and more consistent.

Exhaustion

Exhaustion works as written, with the following changes:

Paralyzed

Paralysis works as-written, with the following changes:

Petrified

Petrified works as-written, with the following change:

Prone

Prone works as-written, with the following change:

Stunned

Stunned works as-written, with the following change:

Unconscious

Unconscious works as-written, with the following changes:

 Tossing a Creature

When you are grappling a creature, you can use the Attack action to make a special melee attack to hurl the grappled creature. If you can make multiple attacks with the Attack action, this attack replaces one of them.

To Toss another creature, you must make a successful Strength (Athletics) check, with the DC determined by both your size and the size of the other creature, as below. If you succeed, you throw the creature a distance up to 5 times your Strength modifier + 5 in feet. When it hits a surface, the thrown creature takes bludgeoning damage for every 10 feet it traveled while thrown, as if it had taken damage for falling from a height of the same distance. If you throw the creature a shorter distance, it takes falling damage as if you had thrown it the full distance.

The tossed creature lands prone unless it succeeds on a Dexterity (Acrobatics) check with a DC equal to the Strength (Athletics) check used to toss, or uses a feature or spell (such as feather fall) to land safely.

Toss DCs
The larger a creature, the higher the DC to throw it:
Size - DC
Tiny - 5
Small - 11
Medium - 17
Large - 23
Huge - 29
Gargantuan - 35

The larger you are, the easier it is to throw other creatures. The opposite holds true if you are smaller. The DCs to toss another creature increase by 5 if your size is Small, and 10 if your size is Tiny. They decrease by 5 if your size is Large, by 10 if your size is Huge, and by 15 if your size is Gargantuan.

No upper limit exists on the size of Gargantuan creatures, so the Dungeon Master sets the DC to Toss a Gargantuan creature based on that particular creature's size.

Underwater Combat

When fighting underwater, you have disadvantage on melee weapon attack rolls unless you use a dagger, javelin, spear, harpoon, or trident. You suffer disadvantage even if you use one of those weapons if you do not choose to deal piercing damage.

You can only make a ranged weapon attack if you use a crossbow, net, or harpoon. Any attack beyond a weapon's normal range misses automatically.

A fully-submerged creature has resistance to fire damage, and vulnerability to lightning damage if it doesn't have resistance or immunity to lightning damage.

Unless you can breathe underwater, you cannot cast any spell with a Verbal component.