The Defenders
Character referenceCombat & stats
Attacking & damage
Choose an attack and roll d20. A connecting attack can still be blocked. Resolve each of Theros’s daggers separately.
| Natural d20 | Result | If defense fails |
|---|---|---|
| 1 | Critical miss | No damage or defense roll |
| 2–5 | Miss | No damage or defense roll |
| 6–9 | Glancing hit | Half damage, round down; minimum 1 |
| 10–14 | Normal hit | Listed damage |
| 15–19 | Strong hit | Listed damage +2 |
| 20 | Critical hit | Roll damage dice twice; fixed bonuses once |
Use the natural attack result without the older +1 attack bonus. A successful hit deals at least 1 damage before defensive abilities reduce it.
Defending & falling to 0 HP
On an incoming attack of 6–20, roll d20 + Defense bonus. Beat the attack total to block all damage; a tie hits. Defense 0–2 gives +0, 3–4 gives +1, 5–6 gives +2, and 7–8 gives +3. The DM sets the bonus for scores beyond the supplied table.
Natural defense 1 always fails. Natural defense 20 always blocks, even against a natural attack 20.
At 0 HP, fall unconscious. Each turn roll d20: 1–9 is a failure, 10–19 a success, and 20 restores 1 HP. Three successes stabilize you; three failures mean critical injury requiring help. Track those rolls in the battle notes.
Understanding your stats
Strength: physical power. Dexterity: speed, reflexes and precision. Constitution: toughness and stamina. Intelligence: knowledge and problem-solving. Wisdom: awareness and judgment. Charisma: persuasion and leadership.
The DM describes a challenge, chooses the relevant stat, and asks for a d20 when the outcome is uncertain. The DM checks the stat and difficulty to decide success.
HP is damage you can take. Defense is protection. Strength is power. Armor upgrades do not increase Strength.
