Static Initiative


In this variant initiative system, creatures don’t roll initiative at the start of combat. Instead, each creature has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier.
Each turn, modifiers might apply to a creature’s initiative, depending on its size and the action it takes, causing the initiative order to change as creatures adjust tactics. For example, a creature that fights with a light weapon or casts a simple spell is more likely to act before a creature armed with a heavy or slow weapon. See the Speed Factor Initiative Modifiers table for details. If an action has no modifier listed, the action has no effect on initiative. If more than one modifier applies (such as wielding a two-handed, heavy melee weapon), apply them all to the initiative roll.


Finesse Weapon: Any weapon to which the Weapon Finesse feat would apply.

Heavy Weapon: A one-handed weapon that weighs at least 5 lbs. or a two-handed weapon that weighs at least 10 lbs.

Light Two-handed Weapon: A two-handed weapon that weighs 5 lbs or less.


SPEED FACTOR INITIATIVE MODIFIERS

AttackInitiative
Modifier
SpellcastingSubtract the
spell’s level
Melee; heavy weapon-2
Melee; unarmed, natural attack,
light or finesse weapon
+2
Melee; one- or two-handed
monk weapon
+2*
Melee; two-weapon fighting-2**
Melee; light two-handed weapon+0
Melee; two-handed weapon-2
Ranged; loading weapon-5
Not proficient with weapon-2
Armor TypeInitiative
Modifier
No armor+2
Light armor+0
Medium armor-2
Heavy armor-5
Creature SizeInitiative
Modifier
Tiny+5
Small+2
Medium+0
Large-2
Huge-5
Gargantuan-8

* Only when proficient with weapon.
** When using a light weapon in both the off and main hands, the initiative modifier is +0..


Static Initiative

Requiem of the Beasts GarrettFinazzo