House Rules

Morale Check Rules

4th Edition D&D

  • A Morale Check is a Saving Throw (PHB 279). Anything that modifies a Saving Throw modifies a Morale Check.
  • Player Characters do not make Morale Checks.
  • If a Morale Check is passed, then there is no effect.
  • If a Morale Check is failed, then the creature panics and begins fleeing the battlefield. The creature will continue to Flee in all its subsequent turns.
  • Most mindless creatures, such as many Undead, Elementals, and Constructs automatically pass Morale Checks.
  • Creatures ‘Immune to Fear’ do not make Morale Checks. Creatures with a bonus to saving throws ‘vs. Fear’ apply the bonus to this check.
  • A creature makes a Morale Check under the following circumstances:
    • The first time a creature becomes bloodied during an encounter.
    • 50% of its group in terms of power/strength has died or fled.
    • When bloodied, a player or another creature successfully uses the Intimidate skill against the creature.
  • For the purposes of group strength each minion only counts as ¼ of a monster, round down. E.g.: 7 minions count as one creature for the purposes of group strength.
  • Flee: Fleeing is an immediate reaction to failing a Morale Check. The creature will attempt to take what it perceives as the shortest\safest route to safety, even if this triggers Opportunity Attacks. It moves half of its speed (round down), and is considered to have Run. A creature will continue to Flee on its turn, usually taking the Run action twice. Please note that fleeing is not a considered or careful withdrawal; the creature has panicked and is attempting to flee for its life.
  • At the DM’s discretion, the creature may attempt to surrender instead of fleeing.

You can use an all-out sprint when you really need to cover ground fast. However, this is a dangerous tactic— you have to lower your guard to make your best speed, and you can’t attack very well.

  • Speed + 2: Move up to your speed + 2. For example, if your speed is normally 6, you can move up to 8 squares when you run.
  • –5 Penalty to Attack Rolls: You have a –5 penalty to attack rolls until the start of your next turn.
  • Grant Combat Advantage: As soon as you begin running, you grant combat advantage to all enemies until the start of your next turn.
  • Provoke Opportunity Attacks: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.

House Rules

Chaos Scar in the Nentir Vale Foxman