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If improvising an action not listed in

Combat Combat
D&D 5E Combat Steps Actions
the rules, the DM determines the
feasibility and if a roll is needed.
Attack
Make one melee or ranged attack.
The DM determines if anyone Certain features allow more than one Making an Attack:
involved is surprised. ex: Stealth Attack attack with this action.
1. Choose a target in range, a
versus Passive Perception. Determine Can use attacks from attack action to creature, object, or location.
Surprise push 5 ft or knock prone a creature 1
Shove size larger or less. See PHB p.195. 2. Determine modifiers,
The DM decides where all the penalties or bonuses. A
characters and monsters are
Attack Use Shove at disadvantage to try to finesse weapon can use Dex,
located, distances, & direction. Establish move target 5 ft to any space within and a thrown weapon can
Position Shove reach instead of pushing away. use Str instead of standard
Aside mods for melee and ranged.
Everyone involved rolls initiative Can use attacks from attack action to
(Dex check) to determine turn grab creature 1 size larger or less. 3. Resolve the attack. If the
order. See PHB p.189 for ties. Grapple Athl vs Athl or Acrob. See PHB p.195. attack roll result equals or
Roll exceeds the target’s AC, it
Initiative Attack Use action to make an Athletics or hits. If the d20 roll is a 1, the
Each participant takes a turn in Acrobatics check vs other creatures attack auto misses. If the d20
initiative order (6 sec in-game time Escape a Athletics to escape from a grapple. roll is a 20, it auto hits & is a
for movement, actions, etc.). Take
Grapple Most spells have a casting time of 1 critical hit. On a critical hit,
action. Each spell lists a casting time roll all damage dice twice,
Turns then add any relevant
The round ends when everyone in Cast a or time required to cast the spell.
modifiers as normal.
combat has had a turn. Repeat Spell On melee attack, have advantage on
rounds until the fighting stops. Next opportunity attacks vs marked target
Round until end of next turn, see DMG p.271. Melee Attack Rolls:
Mark Typically using handheld
You can move a distance up to Make attack roll vs target’s Athletics weapons or unarmed strikes w/
or Acrobatics check to knock item 5 ft reach in close combat.
your speed; move can be broken
up before and after an action and Disarm from target’s grasp, see DMG p.271. Attack Roll: roll d20, add Str
Your mod, add proficiency bonus for
between attacks. Standing from Until your next turn, disadvantage on spells or for weapons you have
prone costs half your total speed. Turn attacks against you if you see attacker proficiency, & add any other
Speed is halved in Difficult Terrain Dodge & you have advantage on Dex saves. mods (magic item, etc.).
or when grappling (unless Your movement doesn’t provoke Damage Roll: roll specified
creature is 2+ sizes smaller than opportunity attacks for the rest of turn weapon damage and add Str
mod. A spell will specify what
you). Speed is 0 when grappled. Movement Disengage due to focusing on your surroundings. dice to roll and if any modifiers
You gain extra movement for the should be added.
You normally take a single combat current turn equal to your speed, after Opportunity Attacks: You can
action on a turn from the list here, applying any modifiers. use an opportunity attack
your class, or a special feature. Dash (melee) on a visible hostile
Action As action or bonus action, make creature that moves out of your
Athletics contest to push through reach using your reaction, see
You can take a single bonus creatures space once, see DMG p.272. PHB p.195.
action on a turn when a specific Overrun Two-Weapon Fighting: If using
feature grants a bonus action. Bonus As action or bonus action, make the attack action and attack with
Acrobatics contest to duck and weave a light weapon, you can use a
Action through hostile creatures space once. bonus action to attack with a
You can speak & interact with one Tumble different light weapon held in
object or environmental feature Any ability to get on larger creature, your other hand.
for free during a move or action. Athletics or Acrobatics vs target’s
Interaction Climb onto Acrobatics to stay on, see DMG p.271.
Certain situations allow an instant
Creature Ranged Attack Rolls:
You help another creature, it gains Typically used to send
reaction as a response to some advantage on its next ability check or, projectiles to strike foes at a
kind of trigger, which can be used if w/in 5 ft of you, next attack roll. distance or for spells that
Help involve a ranged attack.
on someone else’s turn. When Reaction Make a Stealth check to try to hide
you take a reaction, you can’t take (hide rules PHB p.177). If successful, Attack Roll: roll d20, add Dex
another one until your next turn. mod, add proficiency bonus for
see “Unseen Attackers” PHB p.194. spells or for weapons you have
Hide
Make DC 10 Medicine check to proficiency, & add any other
Interaction mods (magic item, etc.).
stabilize 0 hp creature. If successful,
unconscious at 0 hp, but not dying. Damage Roll: roll specified
Examples of free activities during a move or action: First Aid weapon damage and add Dex
• Draw or sheathe a weapon, pickup an unfastened item Devote your attention to finding mod. A spell will specify what
• Open or close door, put ear to door, or turn key in lock something. DM might ask for a dice to roll and if any modifiers
• Withdraw an item from your backpack or pouch Perception or Investigation check. should be added.
• Stuff food into your mouth or drink a full flagon Search Range: You can only attack
• Pull lever, tap floor w/ 10 ft pole, or extinguish a flame This action is used if you want to targets within range. Some
• Don a mask or pull the hood of a cloak over your head interact with more than one object or weapons have two ranges. The
• Hand item to another character or kick a small stone Use an an object that requires more time. shorter range is normal range;
• Communicate through brief utterances and gestures Object the second is long range that
Save one action to possibly use later has disadvantage.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster this round as a reaction. Decide what Ranged in Close Combat: If
circumstance will trigger your
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are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of
Ready making a ranged attack w/in 5 ft
Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. reaction and the action or movement of active hostile creature, the
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