Combat Cheat Sheet - D&D 5th Edition
1. Overview
When combat begins:
Determine Surprise: Stealth check vs Passive Perception.
Roll Initiative: Each creature rolls d20+Dex.
Round (6 seconds): Each creature has a turn ordered by Initiative. Surprised creatures may not move, take actions, or take reactions until after the end of their first turn.
2. Turns
In any order, you may do:
Movement: (may be broken up) Up to max speed.
Action: (see 3: Actions)
Bonus Action: (If allowed) Max. of 1 per Turn.
One Activity: Simple and quick, use an object, open a door.
Reaction: (If triggered) Max. of 1 until start of next Turn.
Ready Action: (see 3: Ready)
Opportunity Attack: Attack if a creature leaves your reach as a Reaction.
3. Actions
Attack:
a. Ranged Attack: Weapon has a normal and a long range. Long range attacks have disadvantage.
b. Melee Attack: Target much be within reach (usually 5 ft).
c. Two-Weapon Attack: Use Bonus Action to make second attack if both weapons are light melee weapons. Do not apply Ability Modifier to the damage for the off-hand attack.
Cast Spell: See page 201 of PHB.
Dash: Move up to your speed in addition to your regular movement.
Disengage: You do not trigger opportunity attacks until the start of your next turn.
Dodge: Attacks against you have disadvantage until your next turn as long as you can see your attacker.
First Aid: DC 10 Wisdom (Medicine) check to Stabilze another creature.
Help: Give another creature advantage on an ability check or melee attack (if you're within reach of their target).
Ready: Choose an action to be triggered before your next turn, as a Reaction.
Other |
---|
Hide (p. 192) |
Shove (p. 195) |
Grapple (p. 195) |
Actions |
---|
Search (p. 193) |
Use Object (p. 193) |
Escape Grapple (p. 195) |
4. Attack
Did it Hit? Roll a d20 when making an attack.
Roll | Result |
---|---|
1 | Miss |
20 | Critical |
d20+AM+PB | >= AC, Hit |
Cover | AC Bonus |
---|---|
1/2 | +2 |
3/4 | +5 |
Total | Can't be Targeted |
Advantage and Disadvantage: In certain circumstances the
DM may impose either Advantage or Disadvantage on a roll. For either, roll 2d20 and take either the highest or lowest roll depending on which is being imposed.
What's the Damage?: If an Attack hits, you roll damage dice.
For a Critical Hit, double the number of dice rolled. Once the rolls are tallied, add your Ability Modifier.
Resistance: If a creature has resistance to your damage type, it takes half damage.
Vulnerability: If a creature is vulnerable to your damage type, it takes double damage.
5. Sustaining Damage
If the damage is:
>=HP+MaxHP | Dead |
>=HP | Unconscious |
<HP | Subtract from HP |
If you are unconcious, begin making Death Saves.
Death Saves:
Roll d20 | Result |
---|---|
1 | +2 Failures |
2-9 | +1 Failure |
10-19 | +1 Success |
20 | Regain 1 HP |
If you take damage while unconcious, it counts as 1 Failed Save. Any Melee attacks are Critical Hits and count for 2 Failed Saves.
If you fail 3 Death Saves, You Die.
If you succeed 3 Death Saves, You are Stable at 0 Hit Points, after 1d4 hours you recover 1 Hit Point and regain consciousness.