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Combat

When words fail, steel speaks. This chapter covers the rules of combat in Horizon.

Combat Overview

Combat proceeds in rounds. Each round, every participant takes a turn in initiative order. During your turn, you have three types of actions available.

Action Economy

Each turn you may take:

Action TypeQuantityExamples
Move1Move up to your speed
Act1Attack, cast spell, use item
React1/roundOpportunity attack, counter

Combat Actions (Act)

ActionDescription
AttackMake one weapon attack
Trace InscriptionActivate a runic inscription you know
DodgeAttacks against you have disadvantage until your next turn
HelpGive an ally advantage on their next check
Use ItemDrink potion, activate magic item, etc.
ReadyPrepare an action with a trigger
DisengageMove without provoking opportunity attacks
DashDouble your movement this turn
HideAttempt to become hidden (Stealth check)

Attack Rolls

To attack a target:

d20 + stat modifier + proficiency → compare to target's Defense
  • Melee Attacks: Use Might (or Finesse if weapon has Finesse property)
  • Ranged Attacks: Use Finesse
  • Inscription Attacks: Use your casting stat (Cunning or Insight)

Critical Hits

On a natural 20, your attack automatically hits and deals double damage dice.

Critical Misses

On a natural 1, your attack automatically misses (unless you have mastery with that weapon type).

Damage

When you hit, roll damage:

Damage dice + stat modifier

Apply the same stat used for the attack roll.

Damage Types

TypeCommon Sources
SlashingSwords, axes
PiercingArrows, daggers, spears
BludgeoningMaces, hammers, fists
FireFlames, explosions
ColdIce, freezing effects
LightningElectrical attacks
PoisonVenoms, toxins
RadiantDivine energy, holy light
NecroticDeath energy, life drain
PsychicMental attacks

Resistances and Vulnerabilities

  • Resistance: Take half damage from that type
  • Immunity: Take no damage from that type
  • Vulnerability: Take double damage from that type

The Wound System

Horizon uses a wound-based system for damage beyond 0 HP.

Reaching 0 HP

When reduced to 0 HP, you become Bloodied. You can still act but any further damage inflicts wounds.

Wound Severity

SeverityDamage TakenWound PointsEffects
Minor1-51-1 to all rolls
Serious6-102-2 to all rolls, disadvantage on physical checks
Critical11+3-3 to all rolls, disadvantage on all checks, half speed

Wound Thresholds

Wound PointsStateEffect
0ActiveNormal operation
1-2WoundedWound penalties apply
3-5UnconsciousFall prone, can’t act
6-8DyingMust make death saves
9+DeadCharacter dies

Combat States

StateDescription
ActiveHP > 0, fighting normally
BloodiedAt 0 HP, can act but vulnerable
WoundedHas wound points but conscious
Unconscious3+ wound points, can’t act
Dying6+ wound points, making death saves
Dead9+ wound points or 3 failed death saves

Death Saves

When you’re Dying (6+ wound points), roll a death save at the start of each turn:

RollResult
10+Success
2-9Failure
Natural 20Critical success: regain 1 HP, wake up
Natural 1Critical failure: counts as 2 failures
  • 3 Successes: Stabilized (stop dying, remain unconscious)
  • 3 Failures: Dead

Any healing brings you back from dying immediately.

Conditions

Combat can inflict various conditions:

ConditionEffects
BlindedDisadvantage on attacks; attacks against you have advantage
DeafenedAuto-fail hearing-based checks
FrightenedDisadvantage while source is visible; can’t willingly approach
GrappledSpeed becomes 0
IncapacitatedCan’t take actions or reactions
InvisibleAdvantage on attacks; attacks against you have disadvantage
ParalyzedCan’t move or act; melee attacks auto-crit
PetrifiedWeight ×10; incapacitated; unaware of surroundings
PoisonedDisadvantage on attacks and ability checks
ProneDisadvantage on attacks; melee attacks against you have advantage, ranged have disadvantage
RestrainedSpeed 0; disadvantage on attacks and Finesse saves
SilencedCan’t speak or cast spells with verbal components
SlowedHalf speed; -2 Defense and Finesse saves; no reactions
StunnedIncapacitated; can’t move; auto-fail Might/Finesse saves
UnconsciousIncapacitated; prone; melee attacks auto-crit

Opportunity Attacks

When a creature you can see moves out of your reach, you may use your reaction to make one melee attack against them.

Creatures using the Disengage action don’t provoke opportunity attacks.

Cover

CoverDefense Bonus
Half cover+2
Three-quarters cover+5
Total coverCan’t be targeted

The Escalation Die

As combat continues, tension rises. Starting on round 2, the escalation die advances:

RoundEscalation
10
2+1
3+2
4+3
5+4
6++5 (max)

Player characters add the escalation die to all attack rolls.

Creatures may or may not benefit, based on their CR:

  • CR 0-2: No escalation bonus
  • CR 3-4: Half escalation (rounded down)
  • CR 5-7: Full escalation
  • CR 8-10: Full escalation + special abilities may trigger

Escalation Triggers

Powerful creatures may have abilities that activate at certain escalation thresholds:

Dragon’s Fury (Escalation 3+): The dragon’s breath weapon recharges immediately.

Movement in Combat

Speed

Most characters have a base speed of 30 feet per round.

Difficult Terrain

Moving through difficult terrain costs double (1 foot = 2 feet of movement).

Moving Through Creatures

  • Allies: Move through freely
  • Enemies: Must use special movement or the space is difficult terrain

Falling

Take 1d6 bludgeoning damage per 10 feet fallen (max 20d6).

Combat Example

Round 1

  1. Thrain (Wardkeeper) moves 30 feet and attacks the goblin with his longsword: d20+5 (MIG +2, proficiency +2, attack bonus +1) = 18 vs Defense 13. Hit! Deals 1d8+2 = 7 slashing damage.

  2. Goblin attacks back: d20+4 = 12 vs Thrain’s Defense 18. Miss!

Round 2 (Escalation +1)

  1. Thrain attacks again with escalation: d20+6 = 22. Hit! Natural 20 - critical hit! Deals 2d8+2 = 12 damage. The goblin falls.