House Rules

Combat Weariness

The chaos of combat poses countless dangers: the blades and arrows of goblins, the hail of fire from the sorcerer on the hill above, or falling into a cavernous pit trap. These threats are immediate, visible and life-threatening, but they are not the only concerns of a hero. Between the battle-ready soldier and the corpse on the ground exists someone suffering from Combat Weariness.

After taking significant damage during an encounter, a severely injured player or monster may be more vulnerable or desperate, exposing themselves to adverse consequences or secondary effects. Player Characters with less than 1/10th of their maximum hit points and Non-Player Characters with less than 1/4th of their maximum hit points are considered Combat Weary.

A Combat Weary character that rolls a 1 on any attack roll not only fails the attack, but wearily fumbles. In addition, any roll of 20 against a Combat Weary character not only is automatically successful, but is an overwhelming strike.

Overwhelming Strike

If you roll a 20 when attacking a Combat Wearied opponent, roll another d20 and consult the following table to determine the effect of your overwhelming strike:

d20OverwhelmEffect
1-6No EffectNo Effect
7-9ClotheslineKnocked ’em down! Target falls prone.
10-12BlindsideWhat a hit! They’re seeing stars. Target has disadvantage on ranged attacks until the end of their next turn.
13-14HamstringA wound across the back of the legs. Your target’s movement speed is reduced by 10 ft until they regain HP.
15-16DisarmedTheir parry failed. Your target drops any (1) weapon they are holding.
17-18Solar Plexus HitThe wind is knocked out of your target. It’s incapacitated until the end of its next turn.
19Devastating HitThat might’ve broken a bone… Your target’s attacks have disadvantage until the end of the encounter.
20Truly Devastating HitYou sever (or disable) one of your opponent’s limbs. Roll to determine which limb.

Severed Limb

If you delivered a Truly Devastating Hit (20 on Overwhelming Strike), roll another d20 and consult the following table to determine which limb you severed:

d20Severed Limb
20-8Fingers. Target cannot use a two-handed item or wield two items at once.
7-4Forearm. Same as finger, plus the target is off balance. Its attacks have disadvantage.
3-1Foot. The target’s speed is reduced by 25 ft and they have disadvantage on ability checks that reasonably require two feet.

Fumble

If you roll a 1 on an attack while Combat Weary, roll another d20 and consult the following table to determine the effect of your fumble:

d20FumbleEffect
20-15No EffectNo Effect
14-12Blood Loss / Catching Your BreathThis battle has taken a lot out of you. Your next attack has disadvantage.
11-9StumbleYour feet don’t want to listen and you stumble. Your speed is reduced by 10 ft until the end of your next turn.
8-7Weapon DropYou can’t seem to get a grip on your weapon. You drop your weapon to the ground.
6-5Charley HorseMuscle spasm! The first attack against you next round has advantage.
4-3SlipBlood, sweat and weariness cause you to lose your feet. Fall prone.
2PanicEverything is going wrong. Make a Wisdom save (DC 12) or use your remaining speed to move away from the nearest enemy by the safest possible route.
1Self-Inflicted WoundYour weapon has betrayed you! You suffer your attack’s minimum damage.