Combat Basics
When a fight starts, combat is organized into rounds. Each round is about 6 seconds of action.
Starting Combat
- Check for surprise: If you catch enemies off-guard, they can't act in the first round.
- Everyone rolls initiative: 1d20 + Dexterity modifier determines turn order.
- Take turns in that order until the fight ends.
Your Turn
On your turn, you can do all of these:
- Move up to your speed (usually 30 feet). You can split your movement before and after your action.
- Take one action (see below).
- Take one bonus action if an ability or spell grants you one.
- Speak briefly (a few words or a short phrase).
Common Actions
- Attack: Make one weapon attack or unarmed strike (some classes get multiple attacks).
- Cast a Spell: Cast one spell (check the spell's casting time).
- Dash: Move again up to your speed.
- Disengage: Move without provoking opportunity attacks.
- Dodge: Attackers have disadvantage against you until your next turn.
- Help: Give an ally advantage on their next check or attack.
- Hide: Make a Stealth check to become hidden.
- Ready: Prepare an action to trigger when a condition you specify occurs.
See all actions for the complete list, or use the quick reference for at-a-glance combat info.
Reactions
You get one reaction per round, a quick response to something happening. The most common reaction is an opportunity attack when an enemy leaves your reach without disengaging.
Making an Attack
- Roll 1d20 + your attack bonus (Strength for melee weapons, Dexterity for ranged).
- Compare to the target's Armor Class (AC) (determined by their armor and Dexterity).
- If you meet or beat their AC, you hit!
- Roll weapon damage and add your ability modifier.
See attack rolls and critical hits for more details.
Next: Learn Adventuring Basics for what happens outside of combat.
- name Combat Basics
- type intro