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The most common action to take in When you take the Dodge action, you focus Sometimes you

s Sometimes you wish to catch the foe


battle is the Attack action. You can on avoiding attacks. Until your next turn, any by surprise, or wait for a particular
attack with either a ranged weapon or attacks made against you have disadvantage if event before you attack. When you
a melee weapon. Finesse weapons can you can see the attacker, and you make use the Ready action, you choose
be used as either. Dexterity throws with advantage. You can't which circumstance provokes your
dodge attacks if your speed is 0. movement. Examples include “If the
cultist steps on the trapdoor, I’ll pull
the lever that opens it.” or “If the
Most spells require an action to cast. You goblin steps next to me, I’ll move
must have the spell prepared and have an You can lend your aid to another creature away.”
available spell slot. You also must be able to in the completion of a task. When you
cast spells. See Party Spells for spell stats. take the Help action, the creature you aid
gains advantage on the next ability check
it makes to perform the task you are When you take the Search action,
helping with. You can also aid an ally in you devote your attention to finding
When you take the Dash action, you gain attacking a creature within 5 feet of you, something. The DM might have you
extra movement speed for the current giving the attacker advantage. make a Perception or Investigation
turn. The increase equals your speed + check.
any modifiers. With a speed of 30 feet,
you can dash 60 feet in one turn.
When you take the Hide action, you
make a Dexterity (Stealth) check in On your turn, you can choose to use
an attempt to hide. You can’t hide if an object. This could be a potion,
If you take the Disengage action, your
a monster can see you. If you Character Feature, or lever. Magical
movement doesn’t provoke
succeed, your next attack roll has items can also be used on your turn.
opportunity attacks for the rest of your
advantage.
turn.

On your turn, you can move a A typical combat encounter is a clash between Whether you’re striking with a melee weapon,
distance up to your speed and take two sides. The game organizes combat into a firing a weapon at range, or making an attack
one action. You decide whether to cycle of rounds and turns. A round represents roll as part of a spell, an attack has the following
move first or take your action first. about 6 seconds in the game world. During a structure:
Your speed-- sometimes called your round, each participant in combat takes a turn. 1. Choose a target. Pick a target within
walking speed-- is noted on your The order of turns is determined at the your attacks range: a creature, an
character sheet. You can take any of beginning of a combat encounter, when object, or a location.
the actions above. everyone rolls initiative. Once everyone has 2. Determine modifiers. The DM
You don’t have to move, attack, taken a turn, the fight moves to the next round decides whether the target has cover
or take an action on your turn. What if neither side is defeated. and whether you have advantage or
you do is completely up to you, but 1. Determine surprise. The DM disadvantage against the target.
you should still consider talking with determines whether anyone involved 3. Resolve the attack. You make the
your party before taking a risky in the combat encounter is surprised. attack roll. On a hit, you roll damage,
action. If you can’t decide what to 2. Establish positions. The DM decides unless the particular attack has rules
do, consider taking the Dodge or where all the characters and that specify otherwise. Some attacks
Ready action, as described above. monsters are located. Given the cause special effects in addition to or
You can interact with one adventurers marching order or their instead of damage.
object in the environment for free, stated positions in the room or other When you make an attack, your attack roll
either during your move or your location, the DM figures out where determines whether the attack hits or misses.
action. For example, you can open a the adversaries are-- how far away To make an attack roll, roll a d20 and add the
door as you stride towards a monster and in what direction. appropriate modifiers. If the number equals or
to attack, as long as the door isn’t 3. Roll initiative. Everyone involved in exceeds the Armor Class of the target, the
locked. the combat encounter rolls initiative, attack hits.
You can break up your move determining the order of combatants
with either an attack or another turns.
action in between. You might choose 4. Take turns. Each participant in the If the d20 roll for an attack is 20, the
to move 10 feet towards a monster, battle takes a turn in initiative order. attack hits regardless of any modifiers
attack, and then move 20 feet to the 5. Begin the next round. When or the target’s AC. This is called a
left. You can also move between everyone involved in the combat has critical hit.
weapon attacks if you are wielding had a turn, the round ends. Repeat If the d20 roll for an attack is a 1, the
two weapons. step 4 until the fighting stops. attack misses regardless of any
modifiers or the target’s AC.

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