Combat Affixes
Transform your battlefield with dynamic combat affixes that are sure to breathe new life into your encounters and revitalize the fighting spirit of your team.
One of the biggest questions I run into, both in my own games and in discussions with others, is how to make combat more exciting. One of my favorite ways to do this is Matt Colville’s Action-Oriented Monsters (along with an amazing Reddit anthology), but I’m always on the lookout for more options.
While playing World of Warcraft last weekend, it occurred to me that the Mythic+ affix system would translate well to Dungeons and Dragons. In the words of Wowhead, “An affix is an additional property that affects the way enemies within the dungeon will behave.” I have converted a few of these affixes over to D&D 5e rules and made them as straightforward as possible. If this becomes popular, more affixes may follow.
“But 5e is supposed to be simple!” I hear you cry. “Why would you overcomplicate it?” Though these mechanics do add to the complexity of the game, they add a very interesting dynamic to combat and help engage players while also requiring very little record keeping.
Using Affixes
Depending on the desired effect, there are any number of ways to apply these. Most of them have a small chance to activate on a creature’s turn or death, so they will be most impactful when applied to groups of enemies, or even all enemies. Be careful having too many of these active, however: if an enemy is surrounded by Bolstered minions, it could quickly turn a reasonable fight into a TPK; or if a swarm of Bursting minions tackle a player character, the character cloud be easily wiped out from just the affix damage.
Note: Affixes apply to each applicable creature, usually each enemy, rather than to the fight itself like a lair action would. If you have eight minions with Volcanic, you’ll roll the d6 eight times throughout the round.
If you want to be true to the source material, the simplest way is to choose an affix at random at the start of initiative, though it might make more sense to choose an affix appropriate to the enemies. If you’re feeling generous, you could put these powers into the players’ hands in the form of potions that temporarily grant these affixes. If you’re feeling devious, you could apply multiple affixes in a single fight: clear the field with both Bursting and Sanguine, or let the players dodge both Explosive Orbs and Volcanic.
The key effect of adding affixes to your combat is engaging your players and keeping the fight dynamic. To that end, they need enough time to discover the mechanics that make them work and figure out how to deal with them. For example, they need to realize that Volcanic only affects creatures far away, or that Bolstering minions need to be killed far from other enemies; they can only do this if you give them the time and space to do so. How you do that is up to you, though. If you are only using them for a single encounter, you could start off the fight slowly with lots of minions, only introducing the main enemy after a few rounds. If you are using them across a campaign, you could reuse the same affixes in multiple encounters or even have the final boss fight get all the affixes that each of the previous fights had.
Affixes
Bolstering
When you die, your death cry causes all allies within 10 feet to gain 1d4 temporary hit points and a +1 to attack and damage rolls for 1 minute; both the attack and damage bonus and the temporary hit points from this effect will stack with previous benefits from this effect.
Bursting
When you die, your body explodes, causing all creatures within 10 feet to take 1d4 bludgeoning damage.
Explosive
While in combat, you periodically summon Explosive Orbs that will detonate if not destroyed. At the start of your turn, roll a d6. On a 6, an Explosive Orb appears in a random location within 5 feet. It only has 1 hit point, but it’s smooth, aerodynamic surface allows it to evade damage from areas of effect. If the orb has not been destroyed after 1d4 rounds, it detonates, causing 2d4 fire damage to all creatures with 15 feet; the fire does not spread around corners.
Frightening
While in combat, you periodically summon Fear Orbs. At the start of your turn, roll a d6. On a 6, a Fear Orb appears in a random location within 5 feet. The orb sheds an eerie red glow in a 15-foot radius. It only has 1 hit point, but it’s smooth, aerodynamic surface allows it to evade damage from areas of effect. When an enemy enters the orb’s light for the first time on a turn or starts its turn there, they must make a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this orb’s effect for the remainder of its duration.
Raging
Non-boss enemies enrage at 30% health remaining, dealing 100% increased damage until defeated.
Reaping
You are empowered by the god of death and may seek vengeance from beyond the grave. When you die, roll a d6. On a 5 or 6, a Shadow is created from your corpse; it has a preference for attacking your enemies but is friendly to nobody and will wreak havoc until it is destroyed.
Sanguine
When slain, you leave behind a lingering 5-foot pool of ichor that heals your allies and damages your enemies. When a creature enters the ichor for the first time on a turn or starts its turn there, an ally heals 1d4 hit points or an enemy takes 1d4 necrotic damage.
Volcanic
While in combat, you periodically cause gouts of flame to erupt beneath the feet of distant enemies. At the start of your turn, roll a d6. On a 6, randomly choose one of your enemies that is at least 20 feet away; a gout of flame erupts under their feet for 1d4+1 rounds. When a creature enters the flame's area for the first time on a turn or starts its turn there, it takes 1d4 fire damage.
Photo by Larry Costales.