Hardest difficulty

Honour Mode Survival Guide

One save, no reloads, and bosses with legendary actions. Here's how veterans approach the run that earns the golden die.

The rules

RuleWhat it means
Tactician baseEnemies have more HP, +2 to attacks and DCs, smarter targeting; long rests cost 80 supplies.
Single saveOne save file. It's overwritten whenever you quicksave, autosave, quit or return to the main menu — including force-closing the game.
Total party kill = endIf the whole party dies, you can continue in Custom mode (losing Honour) or end the campaign. Individual deaths are fine if someone survives.
Legendary ActionsAbout 30 boss fights gain extra actions taken at the end of other creatures' turns.
Rule tweaksStricter action economy and damage rules that scale through the game; restoration pods usable only once.
RewardThe golden "Shining Honour" dice skin and the Foehammer achievement.
Practice first Custom mode lets you enable the Honour ruleset without the single save, so you can learn the boss changes before committing.

Notorious run-killers Danger

Community post-mortems repeatedly point to the same handful of fights:

  • Early random fights at level 1–2: the Nautiloid, the Dank Crypt and the Gnolls on the Risen Road can wipe an unprepared party. Level up before you go looking for trouble.
  • The Owlbear (Owlbear Nest): hits like a truck at level 2. Come back later or use shoves and high ground.
  • Githyanki patrol: their Misty Steps and high damage punish clumping. Talk your way through if you can.
  • Goblin Camp leaders together: separate them (see the Bosses page).
  • Grym and Ketheric Thorm with Honour mechanics.
  • Raphael — destroy the Soul Pillars early.
  • Traps and cutscene fights: a single failed Perception check can mean a fireball trap on a clumped party. Spread out and send one character ahead.

Recommended party structure

Ideal shape

  • 1–2 alpha strikers (Gloom Stalker Assassin, Thrower, Sorcadin)
  • 1 controller (Bard with Hypnotic Pattern, Sorlock with Repelling Blast)
  • 1 healer/buffer with Bless, Aid, Death Ward, Revivify
  • At least two characters with Alert or high initiative

Insurance policies

  • Scrolls of Revivify on every character
  • Invisibility potions / Greater Invisibility to escape
  • Potions of Speed for the burst round
  • Scrolls of Dimension Door to reposition or flee
  • Halfling Lucky, Bardic Inspiration or Bless to rescue key saves

Habits that win runs

  1. Scout everything. Use invisible or stealthy characters to see fights before they start.
  2. Initiative is life. Act before enemies can chain hits; Alert is the most-recommended Honour feat.
  3. Never clump. Fireballs, legendary AoEs and traps punish a tight formation.
  4. Rest more, not less. Supplies are plentiful; walking into a fight with half-spent slots is how runs end.
  5. Pre-buff long-duration spells outside combat (Aid, Longstrider, Death Ward, Freedom of Movement, Heroes' Feast).
  6. Disengage early. If the fight swings, use invisibility or Dimension Door rather than gambling on the next turn.
  7. Avoid optional fights when they don't give important loot or XP — talk your way out.
  8. Respect cutscenes. Some dialogues start combat unexpectedly; position the party before talking.
  9. Inspect every boss. Check legendary actions, resistances and immunities before choosing tactics.
  10. Close the game properly. Always exit via the main menu — never force-close mid-fight.

"Legitimate cheese" the community uses

  • Split-party scouting: Honour only ends on a total wipe, so a single character can scout or bait while the rest wait safely. (Some fights behave oddly if you do this — use discretion.)
  • Pre-combat positioning: enter turn-based mode outside combat to set up every character before the first shot.
  • Darkness + Devil's Sight: blind ranged enemies while your warlock shoots with advantage.
  • Shoves and drops: pushing a boss off a ledge or into a chasm is valid strategy.