βš”οΈ Combat

Initiative

At the start of combat, everyone rolls a d20 + Dexterity modifier. Higher goes first. This determines turn order for the entire fight.

Example

A Ranger with +3 Dex rolls a 14. Initiative = 17. They go before the Orc who rolled 12.

Your Turn

On your turn, you get: 1 Action (attack, cast a spell, dash, etc.), 1 Bonus Action (if something grants it), Movement (up to your speed), and 1 Free Interaction (open a door, draw a weapon).

Example

A Fighter moves 30 ft., attacks with their sword (Action), and uses Second Wind to heal (Bonus Action).

Attack Rolls

Roll a d20 + ability modifier + proficiency bonus. If the total equals or beats the target's AC, you hit! Natural 20 = critical hit (double damage dice). Natural 1 = automatic miss.

Example

Attacking with a longsword: d20 + Strength mod (+3) + Proficiency (+2) = d20+5 vs. AC 15.

Damage

When you hit, roll the weapon's damage dice + ability modifier. Melee: usually Strength. Ranged: usually Dexterity. Spells: as described in the spell.

Example

Longsword hit: 1d8 + 3 (Str) = 3-11 damage. Critical hit: 2d8 + 3 = 5-19 damage.

Common Conditions

Blinded: Can't see, auto-fail sight checks, attacks have disadvantage, attacks against have advantage. Frightened: Disadvantage on ability checks and attacks while source of fear is in line of sight. Can't willingly move closer. Prone: Disadvantage on attacks. Melee attacks against have advantage, ranged have disadvantage. Use half your movement to stand up. Restrained: Speed becomes 0. Attacks have disadvantage. Attacks against have advantage. Dex saves at disadvantage. Stunned: Can't move or speak. Auto-fail Str and Dex saves. Attacks against have advantage.

Example

A fighter is knocked Prone by a wolf. The wolf gets advantage on its next bite. The fighter uses 15 ft. of their 30 ft. movement to stand up.

Death Saving Throws

When a player hits 0 HP, they're unconscious and dying. On each turn, they roll a d20: 10+ = success, 9 or below = failure. 3 successes = stabilized (alive but unconscious). 3 failures = dead. Natural 20 = regain 1 HP. Natural 1 = 2 failures.

Example

A player drops to 0 HP. Turn 1: rolls 14 (1 success). Turn 2: rolls 6 (1 failure). Turn 3: rolls 18 (2 successes). Turn 4: rolls 12 (3 successes β€” stabilized!).

Opportunity Attacks

When a creature moves OUT of your reach, you can use your reaction to make one melee attack against it. This uses up your reaction until your next turn.

Example

An Orc tries to run past the Fighter. The Fighter uses their reaction to swing at the Orc as it passes.

Cover

Half cover (+2 AC and Dex saves): behind a low wall, another creature. Three-quarters cover (+5 AC and Dex saves): behind a thick tree, arrow slit. Total cover: completely concealed, can't be targeted directly.

Example

A Rogue hiding behind a stone pillar has three-quarters cover. Their AC 14 becomes effectively 19 vs. ranged attacks.

Advantage & Disadvantage

Advantage: Roll 2d20, take the HIGHER result. Disadvantage: Roll 2d20, take the LOWER result. They cancel each other out (even multiple sources).

Example

Attacking a prone creature in melee: advantage. Attacking while blinded: disadvantage. Both? They cancel β€” roll normally.