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Morale Checks

What this is

A morale check tests whether a DM-controlled creature or group continues to fight when the situation turns against them. The procedure below is a restatement of the 5e morale rules at DMG 273.

Invoked by: Combat; Wilderness Encounters; a successful Intimidation check; DM judgment.
Invokes: Chases (if the failed side flees).
Returns to: the invoking procedure.

When to roll

A morale check for a creature or group is triggered by any of the following:

  • The creature or group is surprised.
  • They cannot meaningfully harm the opponent.
  • A creature is reduced to half HP or below in a single attack, or a group loses half its members.
  • The leader is lost.
  • A character successfully intimidates an enemy.
  • The DM calls for it.

Some creatures (mindless undead, automatons, fanatics) may always fight to the death; the DM may rule these creatures never have to check morale.

The check

The affected creature (or the group's leader, if checking for the group as a unit) makes a DC 10 Wisdom saving throw. Advantage may be added if defending home or lair. Disadvantage may be added badly outnumbered, facing an obviously overwhelming foe, etc.

Outcome

  • Success: the creature or group continues to fight.
  • Failure: the creature or group ceases to fight. The DM decides what happens, based on context:
  • Flee — invoke Chases to determine whether they escape.
  • Surrender/Negotiate — drop weapons, beg for terms, plead for mercy.