Combat
Initiative
Initiative determines the order of the turns during combat. When combat starts every participant makes a DEX check to determine their place in the initiative order. Ties go to the character with a higher dexterity score.
Turn
Each round represents 6 seconds in the game world. Anything a person could reasonably do in 6 seconds, your character can do in 1 round. During a round all characters get a turn in which they can move and take an action (in either order).
Movement
Grid squares are 5ft. So a speed of 30 = 6 squares of movement per turn. You can split up your movement however you like. You may move double your speed by using your action to "dash".
Swimming, climbing, crawling, and moving through difficult terrain require 10ft per square.
Dropping prone on the ground takes 0 movement, but standing back up takes half your total movement.
You can move through a non-hostile creatures space, but you cannot move through a hostile creature's space unless they are 2 sizes larger or smaller than you.
Action 1/turn
Attack
When you make an attack you first roll a d20 and add your STR or DEX ability modifier and proficiency modifier (if you're proficient with the weapon). If this number meets of exceeds the enemies AC you hit! Rolling a 1 always fails and a 20 always succeeds.
If your used a weapon roll your damage dice and add the same ability modifier (STR or DEX). For spells, it will tell you which (if any) modifier to add.
Cast a spell
Each spell has a casting time which is usually an action, sometimes a reaction, or several minutes, or even hours.
Concentration
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. Even if you're concentrating on a spell, you can still cast other spells.
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
- Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.
- Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.
Ranged Spell Attack
Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.
If you make a ranged spell attack within 5 feet of a hostile creature that can see you and that isn't incapacitated the attack is at disadvantage.
Spell Save
Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.
Dash
Using the dash action allows you to move at double your speed on your turn.
Disengage
Disengaging allows you to move away from an opponent without provoking an attack of opportunity.
Dodge
Taking the dodge action means any attack rolls made against you, until your next turn, are at disadvantage and if you can see the attacker you make any DEX saves at advantage.
Help
You may assist a creature next to you in an ability check or attack roll. They get to make the check with advantage.
Hide
You may attempt to become hidden by making a stealth check.
Ready
Sometimes you want to wait until a particular circumstance happens before you act. Such as "if the cultist steps on the trapdoor I pull the lever that opens it". You can take the ready action on your turn and explain the scenario and then if the trigger happens you use your reaction to do what you've described.
Search
You can devote your attention to finding something instead of combat. Depending on the situation you'll need to make an investigation or perception check.
Improvise
If you can imagine something else that you might be able to do in 6 seconds (or longer if you're willing to spend multiple rounds working on it) you can try to do it.
Bonus Action MAX 1/turn
Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. For examples the cunning action feature allows rogues to take a bonus action. You only get a bonus action if you have an ability, spell, or feature which gives you one.
Other activity
Small flourishes and interactions can be done quickly without an action, for example:
- Draw or sheathe a sword
- Open or close a door
- Withdraw a potion from your backpack
- Pickup a dropped axe
- Take a bauble from a table
- Remove a ring from your finger
- Stuff food in your mouth
- Grab a few coins from your pouch
- Turn a key in a lock
- Hand an item to another character
- Kick a small stone
If the activity you have in mind requires special care or presents an unusual obstacle you may need to use your action for it.
Reaction 1/round
A reaction is an instant response to a trigger of some kind, which can occur on someone elses turn. The most common trigger is a creature moving away from you which provokes an "opportunity attack" where you may make a single melee attack on the creature as they run away. You can only use a reaction once per round.
AC
Without armor your AC is 10 + DEX.
Cover
1/2 cover +2
Low wall / furniture
3/4 cover +5
Portcullis / arrow slit
Damage Types
All damage has an associated type and some creatures are vulnerable, resistant, or even immune to certain types of damage.
Acid
The corrosive spray of an adult black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.
Bludgeoning
Blunt force attacks--hammers, falling, constriction, and the like--deal bludgeoning damage.
Cold
The infernal chill radiating from an ice devil's spear and the frigid blast of a young white dragon's breath deal cold damage.
Fire
Ancient red dragons breathe fire, and many spells conjure flames to deal fire damage.
Force
Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
Lightning
A lightning bolt spell and a blue dragon wyrmling's breath deal lightning damage.
Necrotic
Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
Piercing
Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
Poison
Venomous stings and the toxic gas of an adult green dragon's breath deal poison damage.
Psychic
Mental abilities such as a psionic blast deal psychic damage.
Radiant
Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.
Slashing
Swords, axes, and monsters' claws deal slashing damage.
Thunder
A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
Adventuring
Speed
Pace Distance per Minute Distance per Hour Distance per day Effect Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth
Taking on/off armor
It takes time to put on and take off your armor. comfortable:
Light armor
Don: 1 minute
Doff: 1 minute
Medium armor
Don: 5 minute
Doff: 1 minute
Heavy armor
Don: 10 minute
Doff: 5 minute
Sleeping in armor
Sleeping in light armor has no adverse effect on the wearer. Sleeping in medium or heavy armor makes it difficult to recover fully during a long rest. When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
Not sleeping
Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or s uffer one level of exhaustion.
It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.
Conditions
Blinded
- A blinded creature can't see and automatically fails any ability check that requires sight.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Charmed
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer has advantage on any ability check to interact socially with the creature.
Deafened
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
- Disadvantage on ability checks.
- Speed halved.
- Disadvantage on attack rolls and saving throws.
- Hit point maximum halved.
- Speed reduced to 0.
- Death.
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.
Frightened
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
Grappled
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- The condition ends if the grappler is incapacitated (see the condition).
- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Incapacitated
- An incapacitated creature can't take actions or reactions.
Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Paralyzed
- A paralyzed creature is incapacitated (see the condition) and can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity saving throws.
- The creature has resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Poisoned
- A poisoned creature has disadvantage on attack rolls and ability checks.
Prone
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Restrained
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
Stunned
- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
Unconscious
- An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
- The creature drops whatever it's holding and falls prone.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.