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Combat Round

On Your Turn
Actions

 - MOVE (up to your speed)  - Attack (Ranged or Melee)


o Grappling: Athletics VS Athletics or Acrobatics
 - INTERACT WITH AN OBJECT ▪ Grappled creature can try to escape every turn
o Shoving: Athletics VS Athletics or Acrobatics
(Draw weapons, drink potions, load crossbow, ▪ Shoved creature is Knocked prone OR pushed
Get object out of your backpack, etc.) back 5 ft.

 - COMMUNICATE o Two-Weapon Fighting: ( - Bonus Action)


▪ When you Attack (ranged or melee) with light
melee weapon you may attack with light melee
 - ACTION weapon in other hand (or throw); no damage
bonus.

 - BONUS ACTION  - Cast a Spell


 - Dash (Do another  - MOVE)
On Another’s Turn
 - Disengage (Others do not get
opportunity attacks against you as you  MOVE)
 - ONE REACTION
(Attack of Opportunity is the default)  - Dodge (Attackers you see have
disadvantage on attacks against you)

 - Help (Give advantage to an ally on a roll)


 - Hide
Ranged Combat
Point Blank (including Spells): Disadvantage to
 - Ready (Set a triggered REACTION)
attack within 5 ft.
 - Search
Long Range: Disadvantage to attack roll
Half Cover: +2 to Armor Class & Dex. Saving  - Use an Object
(Do another  - INTERACT WITH AN OBJECT)
Three-quarters Cover: +5 to Armor Class & Dex.
Saving

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