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DM determines feasibility of improvised

D&D 5E Combat Combat Actions actions not listed in the rules. Attack
Steps Make one melee or ranged attack. Action
The DM determines if anyone is Certain features allow more than one
surprised, e.g. Stealth vs Passive Attack attack with this action. Making an Attack:
Perception. See PHB p.189. Determine
Can use attacks from attack action to 1. Choose a target in range -
Surprise push 5 ft or knock prone a creature 1 creature, object, or location.
Shove size larger or less. See PHB p.195.
The DM decides where all the 2. Determine modifiers,
characters and monsters are Attack penalties or bonuses. A
Use Shove at disadvantage to try to
located, distances, & direction. Establish move target 5 ft to any space within finesse weapon can use Dex,
Position Shove reach instead of pushing away. and a thrown weapon can
Aside use Str instead of standard
Everyone involved rolls initiative Can use attacks from attack action to mods for melee and ranged.
(Dex check) to determine turn grab creature 1 size larger or less.
order. See PHB p.189 for ties. Roll Grapple 3. Resolve the attack. If the
Athl vs Athl or Acrob. See PHB p.195.
Initiative Attack attack roll result equals or
Use action to make an Athletics or exceeds the target’s AC, it
Take turns in initiative order for Acrobatics check vs other creatures hits. If the d20 roll is a 1, the
movement, actions, etc. in a 6 sec Escape a Athletics to escape from a grapple. attack auto misses. If the d20
round (in the game world’s time). Take Grapple roll is a 20, it auto hits & is a
Most spells have a casting time of 1
Turns action. Each spell lists a casting time or critical hit. On a critical hit,
The round ends when everyone in Cast a time required to cast the spell. roll all damage dice twice,
then add any relevant
combat has had a turn. Repeat Spell Until your next turn, disadvantage on
Next modifiers as normal.
rounds until the fighting stops. attacks against you if you see attacker &
Round Dodge you have advantage on Dex saves.
Make attack roll vs target’s Athletics or Melee Attack Rolls:
You can move a distance up to Typically using handheld
your speed; move can be broken Acrobatics check to knock item from weapons or unarmed strikes w/
Disarm target’s grasp. See DMG p.271. 5 ft reach in close combat.
up before and after an action and
between attacks. Standing from Turn Your movement doesn’t provoke Attack Roll: roll d20, add Str
prone costs half your total speed. opportunity attacks for the rest of turn mod, add proficiency bonus for
Steps Disengage due to focusing on your surroundings. weapons or spells you have
Speed is halved in Difficult Terrain proficiency with, & add any
or when grappling (unless You gain extra movement for the current other mods (magic item, etc.).
creature is 2+ sizes smaller than turn equal to your speed, after applying Damage Roll: roll specified
you). Speed is 0 when grappled. Movement Dash any modifiers. See PHB p.192. weapon damage and add Str
Any ability to get on larger creature, mod. A spell will specify what
dice to roll and if any modifiers
You normally take a single action Athletics or Acrobatics vs target’s should be added.
on a turn from the action list here Climb Onto Acrobatics to stay on. See DMG p.271.
Opportunity Attacks: You can
or from a special ability / feature. Action Creature As action or bonus action, make use an opportunity attack
Athletics contest to push through (melee) on a visible hostile
Overrun creatures space once. See DMG p.272. creature that moves out of your
You can take a single bonus reach using your reaction, see
action on a turn when a specific As action or bonus action, make PHB p.195.
feature grants a bonus action. Bonus Acrobatics contest to duck and weave Two-Weapon Fighting: If using
Action Tumble through hostile creatures space once. the attack action and attack with
You can interact with one object On melee attack, have advantage on a light weapon, you can use a
bonus action to attack with a
or feature of the environmental for opportunity attacks vs marked target different light weapon held in
free during a move or action. Interaction Mark until end of next turn. See DMG p.271. your other hand.
You help another creature, it gains
Certain situations allow an instant
advantage on its next ability check or, if Ranged Attack Rolls:
reaction as a response to some Help w/in 5 ft of you, next attack roll.
kind of trigger, which can be used Typically used to send
on someone else’s turn. When you Reaction Make a Stealth check to try to hide (hide projectiles to strike foes at a
rules PHB p.177). If successful see distance or for spells that
take a reaction, you can’t take Hide involve a ranged attack.
“Unseen Attackers” PHB p.194.
another one until your next turn. Attack Roll: roll d20, add Dex
Make DC 10 Medicine check to stabilize mod, add proficiency bonus for
Interaction (PHB p. 190) 0 hp creature. If successful, spells or for weapons you have
Examples of free activities during a move or action: First Aid unconscious at 0 hp, but not dying. proficiency, & add any other
mods (magic item, etc.).
• Draw or sheathe a weapon, pickup an unfastened item Devote your attention to finding
• Open or close door, put ear to door, or turn key in lock something. DM might ask for a Damage Roll: roll specified
Search weapon damage and add Dex
• Withdraw an item from your backpack or pouch Perception or Investigation check. mod. A spell will specify what
• Stuff food into your mouth or drink a full flagon Use if you want to interact with more dice to roll and if any modifiers
• Pull lever, tap floor w/ 10 ft pole, or extinguish a flame than one object or an object that should be added.
• Don a mask or pull the hood of a cloak over your head Use an requires more time than an interaction. Range: You can only attack
• Hand item to another character or kick a small stone Object targets within range. Some
Some magic items require an action to weapons have two ranges. The
FREE Communicate with brief utterances & gestures activate, which isn’t a function of the shorter range is normal range;
Activate Use an Object action. See DMG p.141. the second is long range that
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s
Magic Item has disadvantage.
Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast
Save action to possibly use later this
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
Ranged in Close Combat: If
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the
round as a reaction. Decide what making a ranged attack w/in 5 ft
Ready
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. ©2016 Wizards of the triggers your reaction and the action or of active hostile creature, the
movement you will take in response.
Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. attack has disadvantage.

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