DC20 Combat Reference

A quick-access guide for running combat during Elorea sessions using DC20 Beta 0.10. This is meant to sit next to you at the table for fast lookup.


TURN STRUCTURE

Movement Phase:

  • Move up to half your Speed for free
  • Use 1 AP to Sprint: move your full Speed instead

Action Point Pool: 4 AP per turn (typical character)

Free Actions (don’t cost AP):

  • Talk or communicate
  • Drop items or loosen equipment
  • Minor environmental interactions (open a door, look around, gesture)

ACTION POINT COSTS

ActionCostNotes
Attack (Martial)2 APRolling to hit with weapon
Cast Spell2 APMost spells; some may vary by spell
Help (give Help Die)1 APAlly adds your Help Die to their next roll
Off-Hand Attack1 APSecond attack with off-hand weapon
Dodge1 APAdd Agility to PD until start of next turn
Interact with Object1 APPick up item, activate device, draw weapon
Use Item/Potion1 APDrink a potion, use an activated item
Disengage1 APMove without provoking Opportunity Attacks
Hide1 APMake Stealth check; if successful, invisible until you act
Ready Action1 APSet up an action to trigger on a condition

Note: A character must use at least 1 AP per turn if they’re conscious. If they can’t, they’re either unconscious or in a special condition.


ATTACK RESOLUTION

Basic Formula:

  • Attacker rolls: d20 + Attack Modifier vs target’s Defence (PD or MD)
  • Attack Modifier: d20 + Combat Mastery + relevant stat (Might for martial, Intellect for spells, etc.)

Outcomes:

ResultEffect
Miss by 5 or lessPartial Hit (Martial only): attacker deals half weapon damage
HitFull weapon damage
Heavy Hit (beat by 5+)Full damage + bonus effect (extra condition, repositioned, disarmed, etc.) or add +d6 damage
Critical (natural 20 OR beat by 10+)Maximum weapon damage + bonus effect, automatically occurs

Defence Values:

  • Physical Defence (PD) = 8 + Combat Mastery + Agility + Intelligence (or armour formula if using armour rules)
  • Mystical Defence (MD) = 8 + Combat Mastery + Charisma + Intelligence
  • Combat Mastery = ⌈Level ÷ 2⌉ (rounded up: Level 1-2 = 1, Level 3-4 = 2, Level 5-6 = 3, etc.)

STAMINA POINTS (SP)

What They Represent: Physical endurance and the ability to perform special techniques.

How Many: Varies by class. Martial classes typically start with 2 SP at Level 1.

How to Use:

  • Spend SP to activate Maneuvers (special combat techniques)
  • Some class abilities consume SP

Recovery:

  • Recover on Short Rest (1 hour)
  • Some abilities restore SP on other triggers (check class details)
  • Not recovered on Long Rest by default (unless class says otherwise)

MANA & SPELLCASTING

Mana Points (MP): The resource magical casters spend to cast spells.

Mana Spend Limit per Casting: Combat Mastery (the limit, not the cost)

  • Level 1-2 character: can spend up to 1 MP per spell cast
  • Level 3-4 character: can spend up to 2 MP per spell cast
  • etc.

Spell Costs: Determined by spell level and the spell description.

Example: A Level 3-4 character (Combat Mastery 2) can cast a spell that costs up to 2 MP. If they cast a spell that costs 3 MP, they cannot—the cost exceeds their limit.

Recovery:

  • MP recovers on Long Rest (8 hours)
  • Some abilities or items restore MP on other triggers

STAMINA (HEALTH)

Stamina Points (HP): How much damage a character can take before falling.

At 0 HP: Death’s Door

When a character reaches 0 HP, they are not dead—they are on Death’s Door.

Death Save (at the start of each turn on Death’s Door):

  • Make a Death Save vs DC 10 using Might or Charisma (your choice)
  • Success: Nothing happens this turn
  • Failure: AP maximum permanently reduced by 1 (until healed above 0 HP)
  • 3 failures OR AP maximum reaches 0: Death

Getting Healed:

  • Healing above 0 HP immediately removes Death’s Door and resets failure count to 0
  • AP maximum returns to normal

Example: A character on Death’s Door fails two Death Saves. Their max AP drops from 4 to 2. If they fail one more Death Save, they reach AP max 0 and die. If they get healed to 1+ HP before that, they survive and the AP limit resets.


DEFENCE & DAMAGE REDUCTION

Grit Points (GP): Temporary damage reduction resource.

How Many: Equal to Might modifier (minimum 1)

  • Example: Might +2 = 2 Grit Points

How to Use:

  • Spend 1 Grit Point to reduce incoming damage by 1d6
  • Can spend multiple Grit Points on a single attack (reduce by 2d6, 3d6, etc.)
  • Can be used reactively when you take damage

Recovery: On Short Rest


ADVANTAGE & DISADVANTAGE

Advantage (ADV):

  • Roll d20 twice, use the higher result

Disadvantage (DisADV):

  • Roll d20 twice, use the lower result

Stacking: ADV and DisADV don’t stack. If you have multiple sources, it cancels out:

  • 1 ADV + 1 DisADV = roll normally
  • 2 ADV + 1 DisADV = 1 ADV (roll twice, higher)
  • 1 ADV + 2 DisADV = 1 DisADV (roll twice, lower)

OPPORTUNITY ATTACKS

When They Trigger:

  • An enemy within your melee range moves away from you without using Disengage

What Happens:

  • You can make 1 melee attack as a reaction (doesn’t cost your action on your next turn)
  • Costs no AP; it’s free

How to Avoid:

  • Use the Disengage action (1 AP) to move without provoking Opportunity Attacks

HELP DICE

Basic Mechanic:

  • Spend 1 AP to Help an ally
  • Ally adds your Help Die to their next d20 roll on their turn

Help Die Size (by Level):

LevelHelp Die
1-4d4
5-8d6
9-12d8
13+d10

Multiple Helpers: If multiple characters Help the same ally, they only get one Help Die (usually the largest).


COMMON CONDITIONS & THEIR EFFECTS

ConditionEffect
SlowedSpeed halved
DazedLose 1 AP this turn
ImpairedDisADV on Attack rolls
PoisonedDisADV on all checks
FrightenedCannot willingly move toward fear source
StunnedCannot take actions; Speed 0
ExposedAttacks against you have ADV
GrappledSpeed 0; escape with Might or Agility vs grappler’s check
ProneMelee attacks vs you have ADV; ranged attacks have DisADV
BlindedDisADV on Attack rolls; attacks vs you have ADV
InvisibleADV on your Attack rolls; attacks vs you have DisADV
BloodiedBelow half max HP; triggers some abilities

QUICK NPC STAT BLOCKS

For quick reference on common enemy types:

Minion (Level 0):

  • PD 10, MD 8
  • HP 3-5
  • Attacks: +2 to hit
  • Damage: d6 or weapon

Soldier (Level 1):

  • PD 12, MD 10
  • HP 8-12
  • Attacks: +3 to hit
  • Damage: d8 or weapon

Champion (Level 3):

  • PD 14, MD 12
  • HP 20-30
  • Attacks: +5 to hit
  • Damage: d10 + bonus

Modify as needed for your encounter.


ROUND STRUCTURE (How Combat Actually Flows)

  1. Initiative: All combatants roll Initiative (d20 + Agility modifier). Highest goes first.
  2. Round: Each character takes a turn in Initiative order.
  3. On Your Turn: Spend your 4 AP. Move. Interact. Attack. Cast. Whatever you choose.
  4. Reactions: During other people’s turns, you can use reactions (free) if they trigger.
  5. End of Round: Check for ongoing effects, conditions that expire, etc.
  6. Repeat: Next round begins.

DM REMINDERS

  • Let players narrate what they’re doing, then resolve mechanics
  • Partial Hits on misses (for Martial attacks) keep combat dynamic
  • Heavy Hits and Crits should feel special—describe the bonus effect dramatically
  • Help Dice encourage teamwork; reward it
  • Death’s Door is dramatic but fair—it takes 3 failures to die, and healing resets the clock
  • Conditions are powerful; use them to vary combat tactics beyond just “roll to hit”

SEE ALSO