Combat is made up of rounds, which represent 6 seconds of time. During a round, every character and creature gets a turn. On your turn, you can move and take an action. Your movement can be used at any time on your turn, and can be split up as well. Some abilities let you take a bonus action, and will detail what you can do with it. You also get one reaction per round.
Round = Turn (Move, Action, Bonus Action) + Reaction
- Running – move up to your speed
- Climbing, Swimming, or Crawling – move at half speed.
- Jumping – Requires a 10 ft. running start
- Long Jump – jump up to your STR score in feet.
- High Jump – jump up to 3 + STR modifier
Actions in Combat
- Attack – See below.
- Cast a Spell – Choose which spell to cast, then determine targets, damage, etc
- Dash – Double your speed for this turn. You can still split your movement up before/between/after your action(s).
- Disengage – Your Move does not provoke attacks of opportunity
- Dodge – All attacks against you have disadvantage, and all DEX checks you make have advantage until your next turn.
- Help – The target you help gets advantage on their attack roll or check.
- Hide – Make a Dexterity (Stealth) check to conceal yourself.
- Ready – Prepare an action to be taken at a certain time. e.g. “When anything rounds the corner of that hall, I’ll throw my javelin at its face!”
- Search – Find something. May require a Wisdom (Perception) check
- Use an Object
Making a Weapon Attack
- Decide on a weapon to attack with.
- Roll a d20.
a) If it’s a 20, you automatically hit. This is a critical hit.
b) If it’s a 1, you automatically miss.
- If you are proficient in the weapon, add your proficiency bonus.
- Add the appropriate ability modifier (see Attack Ability Modifiers).
- If this number meets or exceeds the target’s AC, you hit!
- Roll damage. If this was a critical hit, roll twice and add.
- Add the same ability modifier you used in step 4.
- You deal that much damage!
Making a spell attack is identical to making a weapon attack, except for the following:
Always add your proficiency bonus in step 3. You are always proficient in spellcasting.
Use your spellcasting ability in step 4
Don’t add your spellcasting ability to your damage in step 7