Combat rules, actions, and mechanics in D&D 5th Edition.
Combat in D&D 5e follows a structured turn-based system where combatants take actions in initiative order.
- Initiative - Roll at the start of combat to determine turn order
- Actions - What you can do on your turn (Attack, Cast a Spell, Dash, etc.)
- Bonus Actions - Additional quick actions available to some classes/features
- Reactions - Actions taken in response to triggers (like Opportunity Attacks)
- Movement - Your speed determines how far you can move on your turn
- Attack - Make a weapon or spell attack
- Cast a Spell - Use your action to cast most spells
- Dash - Double your movement for the turn
- Disengage - Move without provoking opportunity attacks
- Dodge - Impose disadvantage on attacks against you
- Help - Aid an ally in their task or attack
- Hide - Make a Stealth check to conceal yourself
- Ready - Prepare an action to trigger on a condition
- Search - Look for something using Perception or Investigation
- Use an Object - Interact with an object in the environment
To make an attack roll: 1d20 + ability modifier + proficiency bonus (if proficient)
- Hit - If your roll meets or exceeds the target's AC
- Critical Hit - Rolling a natural 20 doubles damage dice
- Critical Miss - Rolling a natural 1 automatically misses
¶ Damage and Hit Points
When you take damage, you lose hit points. When you reach 0 HP:
- You fall unconscious
- You begin making death saving throws
- Three successes = stabilized
- Three failures = death
This is a placeholder page. For detailed combat rules, refer to the Player's Handbook Chapter 9.