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.