module

ReAcTiOnN's Combat Rules

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Latest version1.3.0
Minimum Core13
Compatible Core14.360
Last updated2 months ago
Created4 months ago
Authors
Languages English
Systems Dnd5e
Project source Project URL
Read-me Readme URL
License License URL

 

A lightweight D&D 5e Foundry VTT module that enhances tactical combat with automated optional rules such as flankingsurrounded bonuseshigh-ground modifiers, and condition-based advantage/disadvantage.
All features are fully toggleable through world settings so GMs can fine-tune combat to their table’s preferences.

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Features

Flanking

When a melee attacker and an ally are positioned on opposite sides of a target, gain flanking bonus based on behaviour setting on melee attacks..

Flanking Behaviour Options

Choose how Flanking should work at your table:

  • Advantage
  • +1 to hit
  • +2 to hit (default)
  • +3 to hit
  • +4 to hit
  • +5 to hit

Optional rule:

  • Flanking Requires Active Ally — The ally must not be prone, incapacitated, stunned, petrified, paralyzed, unconscious or dead.

Flanking Immunity

GMs can mark individual creatures with flanking flags using simple hotbar macros:

  • Flanking Immune — The creature cannot be flanked (e.g. Beholders, creatures with Blindsight, plants)
  • Cannot Flank — The creature cannot provide flanking for allies (e.g. summons, minions)

Both flags are applied as Active Effects visible in the creature’s Effects tab. When flanking is blocked by a flag, the attack roll dialog displays a “No Flanking” note explaining why the bonus was not applied.


Surrounded

When all four cardinal spaces around a target are at least 50% blocked each by enemies or walls, attackers gain surrounded bonus based on behaviour setting on melee attacks.

Surrounded Behaviour Options

Choose how Surrounded should work at your table:

  • Advantage (default)
  • +1 to hit
  • +2 to hit
  • +3 to hit
  • +4 to hit
  • +5 to hit

Elevation

Ranged weapon and spell attacks gain Elevation bonus/penalty based on behaviour setting, when the attacker is at least 10 feet above/below the target’s elevation.

High Ground Behaviour Options

Choose how High Ground should work at your table:

  • Advantage
  • +1 to hit
  • +2 to hit (default)
  • +3 to hit
  • +4 to hit
  • +5 to hit

Low Ground Behaviour Options

Choose how Low Ground should work at your table:

  • Disadvantage
  • -1 to hit
  • -2 to hit (default)
  • -3 to hit
  • -4 to hit
  • -5 to hit

Condition-Based Advantage/Disadvantage

Automatically applies advantage or disadvantage based on common status conditions, including:

  • blinded
  • restrained
  • prone
  • invisible
  • poisoned
  • paralyzed
  • stunned
  • unconscious

Ammo Tracking

Tracks how much ammunition is used during combat then prompts the player to recover half used

  • Option to recover magical ammo

 

 

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