Dynamic Combat Movement
T Dynamic Combat Movement his small document brings new Rules that expand the simple Melee Combat in the tabletop, making it an advance and slip from tactical positions, Flanking enemies, at the rhythm of war. Forced Movement All the Movement that happens due to an Advance or Slip counts as Forced Movement, so it doesn't provoke Opportunity Attacks, nor uses part of your own Movement. Advance When you Hit a Creature with a Melee Attack, you can Advance on it, Moving your Target 5ft to any of the spaces in its immediate rear, and you must Move 5ft to another space, while keeping the Target at Melee Reach to end the Advace. You cannot Advance if your Target is 2 or more Sizes larger than you, or if you cannot Move at least 5ft. If your Target dies or falls Unconscious as part of your Melee Attack, you can still make a last Advance to it. Partially diagonal Attacks made with a Reach greater than 5ft can result in strange angles where how to define rear spaces is ambiguous. Treat all diagonal Advances the same, as seen in the images to the right. Halt the Advance There are situations where you can Halt the Advance, negating the Advance by making a Strength or Dexterity Saving Throw (your choice) against a DC 10 or half the Damage taken (whichever is higher, up to DC 30 max). To Halt the Advance you must meet one of the following: Steadying yourself as a Bonus Action until the start of your next Turn. Using your Reaction. Being 1 or more Sizes larger than your Attacker. Wielding a Shield. *Be Moved to a fall (such as a hole or precipice). *Be Moved to an obstacle (such as a wall, a Creature or Difficult Terrain). *Being unable to Move at least 5ft to end an Advance against you. You cannot try to Halt the Advance if your Attacker is 2 or more Sizes larger than you. *Advance to Prone If a Creature makes an Advance against you and Moves you to an obstacle (such as a wall, a Creature or Difficult Terrain), or Moves you to a fall (such as a hole or precipice), or you cannot Move at least 5ft to end the Advance against you, failure in Halt the Advance also makes you fall Prone. Straight Advance Diagonal Advance Partially Diagonal Advance DYNAMIC COMBAT MOVEMENT 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Slip When a Creature Misses you with a Melee Attack, you can Slip on it, Moving 5ft to any adjacent space other than the on that was, or will be, occupied by your Attacker, and your Attacker must Move 5ft to the space you previously occupied or Move 5ft towards the direction of your previous space if the Attacker has a Reach greater than 5ft. If the Attacker is incapable of Moving towards or within the space you previously occupied, you can still Move and complete a Slip. You cannot Slip if there are obstacles in the space you Move to (such as a wall, a Creature, or Difficult Terrain), or if you cannot Move at least 5ft. Dodge with Slip or Advance If you take the Dodge Action and a Melee Attack Misses you, you can Slip as normal. If you take the Dodge Action and a Melee Attack Hits you, if the Attacker makes an Advance you can choose to which space you are Moved to in your immediate rear. Partially diagonal Attacks made with a Reach greater than 5ft can result in strange angles where how to define rear spaces is ambiguous. The Attacker must treat all diagonal Advances the same, as seen in the images to the right. Optional Rules Obligatory Advances and Slips Advance and Slip are always used when Attacking, they cannot be skipped/ignored. Ranged Attacks If a Creature makes a Ranged Attack and Misses you, you can make a Slip to Move 5ft to another adjacent space (your Ranged Attacker is not Forced Moved from this Slip). Familiars When you Cast a Spell through a Familiar, your Familiar can Advance as if it was of your same Size. Flanking Since Flanking is optional, its not included in the basic rules of D&D5e. Thats a wise choice, as in its current state, Flanking is free Advantage without any tactic or sacrifice (which is different from its implementation in D&D3.5). However, in DCM, specially with the Obligatory Advances and Slips Optional Rule, this corrects the strange checkerboard formations that often occur when using Flanking in D&D5e, so it creates fun tactical choices, where you and the enemy are constantly maneuvering in and out of Flanking positions, both purposely and unintentionally. It is recommended to use Flanking, found in the Dungeon Master's Guide page 251, with DCM. Variant: Halt the Advance Change the DC of Halt the Advance to 8 + Proficiency Bonus or the CR of the Creature (DC 30 max). Slip Diagonal Slip Partially Diagonal Slip DYNAMIC COMBAT MOVEMENT 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Advance Tactics Maneuvering with Reach. Using a Weapon with the Reach Property while Attacking within 5ft, you can Advance to Move your Target 5ft away from you, and then complete your Movement by stepping to an adjacent space that is now 10ft away from your Target. As shown in the image at the right. Maneuvering without Reach. If you do not have a Weapon with the Reach Property and an Attack Misses at 10ft, you can Slip towards them. Allowing you to get within striking distant if you lack the Reach Property. Slip to Disengage. Since you can always complete the Movement of a Slip, even if the Target cannot Move, you can use this to get mini/free Disengage Action from a Creature by using obstacles that block the Attackers Movement, such another Creature, a low wall, or perhaps a chasm. As shown in the image at the right. Shove Attacks Normally, Shove Attacks are rarely used outside of very specific character builds because it is generally more efficient to just Hit for Damage. DCM offers a small buff to Shove Attacks. Since a Shove Attack is a Melee Special Attack, it is eligible for the Effects of Advance and can be combined to push an opponent 10ft with a single Shove, or push the Creature 5ft and knock them Prone. Touch Spells DCM affects Melee Attacks in general, so Spell Attacks are also affected, which could be useful for Spellcasters. Fighter & Monk Both Fighters and Monks have one thing in common, their number of Attacks available. Each Attack can be used to Advace, this gives them more control over the battlefield, advancing with each Attack, improving their position. Or maybe to keep enemies away from their more fragile companions, or to slowly pushed them off a cliff. You can also consider to Advance or Slip with Attacks that have added Effects. Nothing stops you from using them with Attacks that have Spells, Maneuvers or Ki Techniques. Spells and Forced Movement Remember that Advance and Slip in DCM are Forced Movement, both for the Target and yourself. This means that certain Spells may or may not allow someone being forced into an Area-of-Effect to take Damage. Some Spells may also create Difficult Terrain, meaning that the Target of an Advance needs a way to ignore Difficult Terrain or Halt the Advance to avoid falling Prone. Maneuvering with Reach Slip to Disengage Myself: Discord: @Larry2233 Reddit: /u/Little-Mist-Walker Credits: OG Homebrew: Dynamic Combat Movement v1.01 Original Creator: BakaEngel/Raven Tear Productions Artwork: Front Page: "Sword fight" by Declan McDermott. DYNAMIC COMBAT MOVEMENT This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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