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 Type | Quantity | Examples |
|---|---|---|
| Move | 1 | Move up to your speed |
| Act | 1 | Attack, cast spell, use item |
| React | 1/round | Opportunity attack, counter |
Combat Actions (Act)
| Action | Description |
|---|---|
| Attack | Make one weapon attack |
| Trace Inscription | Activate a runic inscription you know |
| Dodge | Attacks against you have disadvantage until your next turn |
| Help | Give an ally advantage on their next check |
| Use Item | Drink potion, activate magic item, etc. |
| Ready | Prepare an action with a trigger |
| Disengage | Move without provoking opportunity attacks |
| Dash | Double your movement this turn |
| Hide | Attempt 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
| Type | Common Sources |
|---|---|
| Slashing | Swords, axes |
| Piercing | Arrows, daggers, spears |
| Bludgeoning | Maces, hammers, fists |
| Fire | Flames, explosions |
| Cold | Ice, freezing effects |
| Lightning | Electrical attacks |
| Poison | Venoms, toxins |
| Radiant | Divine energy, holy light |
| Necrotic | Death energy, life drain |
| Psychic | Mental 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
| Severity | Damage Taken | Wound Points | Effects |
|---|---|---|---|
| Minor | 1-5 | 1 | -1 to all rolls |
| Serious | 6-10 | 2 | -2 to all rolls, disadvantage on physical checks |
| Critical | 11+ | 3 | -3 to all rolls, disadvantage on all checks, half speed |
Wound Thresholds
| Wound Points | State | Effect |
|---|---|---|
| 0 | Active | Normal operation |
| 1-2 | Wounded | Wound penalties apply |
| 3-5 | Unconscious | Fall prone, can’t act |
| 6-8 | Dying | Must make death saves |
| 9+ | Dead | Character dies |
Combat States
| State | Description |
|---|---|
| Active | HP > 0, fighting normally |
| Bloodied | At 0 HP, can act but vulnerable |
| Wounded | Has wound points but conscious |
| Unconscious | 3+ wound points, can’t act |
| Dying | 6+ wound points, making death saves |
| Dead | 9+ 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:
| Roll | Result |
|---|---|
| 10+ | Success |
| 2-9 | Failure |
| Natural 20 | Critical success: regain 1 HP, wake up |
| Natural 1 | Critical 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:
| Condition | Effects |
|---|---|
| Blinded | Disadvantage on attacks; attacks against you have advantage |
| Deafened | Auto-fail hearing-based checks |
| Frightened | Disadvantage while source is visible; can’t willingly approach |
| Grappled | Speed becomes 0 |
| Incapacitated | Can’t take actions or reactions |
| Invisible | Advantage on attacks; attacks against you have disadvantage |
| Paralyzed | Can’t move or act; melee attacks auto-crit |
| Petrified | Weight ×10; incapacitated; unaware of surroundings |
| Poisoned | Disadvantage on attacks and ability checks |
| Prone | Disadvantage on attacks; melee attacks against you have advantage, ranged have disadvantage |
| Restrained | Speed 0; disadvantage on attacks and Finesse saves |
| Silenced | Can’t speak or cast spells with verbal components |
| Slowed | Half speed; -2 Defense and Finesse saves; no reactions |
| Stunned | Incapacitated; can’t move; auto-fail Might/Finesse saves |
| Unconscious | Incapacitated; 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
| Cover | Defense Bonus |
|---|---|
| Half cover | +2 |
| Three-quarters cover | +5 |
| Total cover | Can’t be targeted |
The Escalation Die
As combat continues, tension rises. Starting on round 2, the escalation die advances:
| Round | Escalation |
|---|---|
| 1 | 0 |
| 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
-
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.
-
Goblin attacks back: d20+4 = 12 vs Thrain’s Defense 18. Miss!
Round 2 (Escalation +1)
- Thrain attacks again with escalation: d20+6 = 22. Hit! Natural 20 - critical hit! Deals 2d8+2 = 12 damage. The goblin falls.