This document provides a summary of key rules for combat and adventuring in Dungeons & Dragons 5th Edition, including:
1) The four main actions players can take each turn: movement, an action, a bonus action, and a reaction. It also summarizes short and long rests.
2) Common combat terms like advantage, disadvantage, inspiration, and proficiency.
3) A step-by-step overview of combat rounds and initiative.
4) Examples of simple actions players can take, like interacting with objects, improvising actions, and rules for the exhaustion condition.
This document provides a summary of key rules for combat and adventuring in Dungeons & Dragons 5th Edition, including:
1) The four main actions players can take each turn: movement, an action, a bonus action, and a reaction. It also summarizes short and long rests.
2) Common combat terms like advantage, disadvantage, inspiration, and proficiency.
3) A step-by-step overview of combat rounds and initiative.
4) Examples of simple actions players can take, like interacting with objects, improvising actions, and rules for the exhaustion condition.
This document provides a summary of key rules for combat and adventuring in Dungeons & Dragons 5th Edition, including:
1) The four main actions players can take each turn: movement, an action, a bonus action, and a reaction. It also summarizes short and long rests.
2) Common combat terms like advantage, disadvantage, inspiration, and proficiency.
3) A step-by-step overview of combat rounds and initiative.
4) Examples of simple actions players can take, like interacting with objects, improvising actions, and rules for the exhaustion condition.
can do nothing strenuous at all, simply eating, reading, There are four things that every player can do every talking, the like. At the end of a Long Rest, some round in Fifth Edition: abilities from your class will be refreshed, allowing you to prepare new spells, refresh your spell slots, regain up Movement. You can move a total of feet equal to half of your maximum Hit Dice, and all of your lost hit to your movement ever round. It need not be all points. at once, but remember that trying to withdraw from combat may give your enemy a free shot at What is Advantage? you. Advantage is a special condition where, if the Action. You get one Action on your turn. With it DM feels you are in a situation that gives you a decent you may: Attack, Cast a Spell, Dash (move up upper hand, you may roll two d20s on a task attempt to your Movement in feet), Disengage (your instead of one, and take the higher of the two rolls. movement doesnt provoke opportunity attacks for the rest of the turn), Dodge (you do not What is Disadvantage? attack, but focus on defense, making your Disadvantage is the opposite of Advantage. It is attackers have Disadvantage, and gaining a special condition where, if the DM feels you are in a Advantage on Dexterity saving throws), Help situation that puts you at a distinct deficiency, you must (assist another character with something), Hide, roll two d20s on a task attempt instead of one, and take Ready (letting you set a condition to use your the lower of the two rolls. Reaction, below), Search (devote your attention to finding something), Use an Object. Can I have both Advantage and Disadvantage? Remember, you only get to do one of these. No. No matter how many Advantage Bonus Action. You get one Bonus Action per circumstance you have, a single instance of turn. These are usually available because of a Disadvantage cancels it completely, leaving you at just class ability, or from choices like two-weapon the single d20 roll. The opposite is also true. If you have fighting. Remember, you only get one. Reaction. You get one Reaction per turn. This is a number of circumstances giving you Disadvantage, and a single Advantage, you dont have to roll two d20s used for certain kinds of spells, some class and take the worse roll. abilities, and for opportunity attacks when someone doesnt Disengage. Remember, you What is Inspiration? only get one. Inspiration is a special reward from the DM for you playing in character well, indulging in Flaws, What is a Short Rest? showing your personality and ideals, and generally Short Rests are quick, one hour downtimes that you playing the type of character you have described take during adventuring to patch yourselves up, refresh yourself to be. You either have Inspiration or you dont, yourself, and take a moment to refresh yourself. During and if you do, you may spend it. Once you do, you your Short Rest, some abilities you have may reset, including regaining some expended spell slots, such as in receive Advantage on a single die roll. the case of the Wizards Arcane Recovery ability. During Whats the deal with Proficiency? that Short Rest, you may not undertake any strenuous Proficiency is a term that describes your skill with activity, such as you normally do during adventuring. If certain types of Skills, Saving Throws, Weapons, Armor, you do, the effects of the Short Rest are nullified. Tool Kits, Languages in short, its what youve trained Spending Hit Dice. During Short Rests, you to do. It is a bonus granted by your level, and what you may spend your Hit Dice, as recorded on your have Proficiency in is dictated by your choices from your character sheet. When you do, you roll the Class and Background. In play, you can spend money appropriate die and regain that many Hit Points, and downtime to gain Proficiency in other things, like plus your Constitution modifier, up to your normal Maximum. You may not spend more Hit Languages, Skills, and Tool Kits. Remember, though, even if you arent Proficient in something, it doesnt Dice than you currently have stored up. mean you cant do it; it just means you are more at the mercy of the dice than someone that has trained to do What is a Long Rest? it! Long Rests are more extensive periods of downtime, at least 8 hours long. During this time you
Combat Step by Step
1. Determine surprise. The DM determines whether anyone involved in the combat encounter is surprised. 2. Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers marching order or their stated positions in the room or other location, the DM figures out where the adversaries arehow far away and in what direction. 3. Roll initiative. Everyone involved in the combat encounter rolls initiative, which is a Dexterity check, determining the order of combatants turns. 4. Take turns. Each participant in the battle takes a turn in initiative order. 5. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops. Interacting with Objects Around You Here are a few examples of the sorts of thing you can do in tandem with your movement and action: draw or sheathe a sword open or close a door withdraw a potion from your backpack pick up a dropped axe take a bauble from a table remove a ring from your finger stuff some food into your mouth plant a banner in the ground fish a few coins from your belt pouch drink all the ale in a flagon throw a lever or a switch pull a torch from a sconce take a book from a shelf you can reach extinguish a small flame don a mask pull the hood of your cloak up over your head put your ear to a door kick a small stone turn a key in a lock tap the floor with a 10-foot pole hand an item to another character Improvising an Action Your character can do things not covered by the actions in this chapter, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your characters ability scores. When you describe an action not detailed elsewhere in the rules, the DM tells you whether that
action is possible and what kind of roll you need to
make, if any, to determine success or failure. Exhaustion Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effects description. Level Effect 1 Disadvantage on ability checks 2 Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Death If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effects description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effects description, with all exhaustion effects ending if a creatures exhaustion level is reduced below 1. Finishing a long rest reduces a creatures exhaustion level by 1, provided that the creature has also ingested some food and drink. And remember this, have fun. Above all other things, HAVE FUN!