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.