====== Combat Cheatsheet ====== [ [[dd5:cheatsheet|General Cheatsheet]] ] ===== Initiative ===== * Roll Dex check * Initiative order remains the same from round to round ===== Round ===== * A round is 6 seconds (phb 181) ===== Turn ===== These can be done in any order: * Move (up to your speed), and * Action Other: * Bonus Action: provided by a class/racial feature * Take it at any point in your turn, unless the feature states something specific * Reaction: a response or trigger to an action by another * Granted by class/racial feature * Taken on your turn or theirs, as specified by the feature that grants it * Only one reaction per turn * If your reaction interrupts someone else's action, they get to finish their action after you're done Free Actions: * Talk * Interact with one object or feature of the environment * Example: draw weapon (this is a book example) * Example: open a door (this is a book example) ===== Surprise ===== * Determine who might be surprised * Roll all sneakers Dex (Stealth) vs passive Wis (Perception) of all opposing creatures * Passive: 10 + all modifiers that normally apply (ability bonus, proficiency, etc) * Any character that doesn't notice a threat is surprised * If you're surprised, you can't move or take an action on your first turn of combat * You can't take a reaction until that turn ends * A member of a group can be surprised even if other members are not ===== Standard Actions ====== [ [[dd5:actions|See Here]] ] ===== Attack Action ===== * Attack: Roll a d20 (or two, if advantage/disadvantage) vs the target's AC * + STR bonus for melee weapons or * + DEX bonus for ranged weapons, and * + proficiency bonus if you are proficient with the weapon * ( + Spellcasting Attribute Mod + proficiency bonus ) if making a Spell Attack * 20 on a d20 is always a crit: * 1 on a d20 is always a miss * Ties: go to the **attacker** (p194) * Damage: roll weapon damage [Ex: 1d4 for a dagger] * + STR bonus for melee weapons, or * + DEX bonus for ranged weapons ===== Spell Attack ===== * Spell attack/Ranged spell attack: * Roll d20 vs AC, add spell attack mod to roll * Ex: d20 roll nets 11, add CHA (3) + Proficency bonus (2) = 15, which hits AC 15 or less * **NOTE:** this can crit just like any other attack roll [ [[http://www.reddit.com/r/dndnext/comments/2dzlgf/do_spell_attacks_crit/cjumhd9|source]] ] * Spell with a save: * Target rolls d20 + relevant attribute modifier (+ proficiency bonus depending on their class) * This roll is vs your spell save DC (8 + primary stat bonus + proficiency bonus) * Example: To avoid [[dd5:spells1#burning_hands|Burning Hands]], succeed on a Dexterity Save check * Target rolls d20 which gets a 9, they add +2 from DEX, they are not proficient * Caster's spell save DC is 13 = (8 + CHA(3) + prof(2)) * Defender nets 11 vs Caster's 13 * Target fails their check ===== Critical hit ===== * Roll all damage dice twice * Do not add modifiers twice (+ STR bonus is only added once) * This mechanic is applicable to: * Melee attacks * Ranged attacks * Spell attacks * If you're rolling a d20 on any type of attack against an AC, it applies * Does NOT apply to spells cast that require a save check ===== Moving Thru Creatures ===== * You can move through a friendly space * You can move through a hostile space only if the creature is 2 sizes larger or smaller than you * You cannot end your move in a hostile space * If you leave a hostile creature's reach during your move, you provoke an attack of opportunity * Moving through hostile spaces slows your movement rate ===== Cover ===== * no cover: +0 AC bonus * half cover: +2 AC bonus * three-quarters cover: +5 AC bonus * total cover: cannot be targeted directly, but may still be hit by an AOE * If multiple sources of cover, only the best one applies ===== Conditions ===== [ [[dd5:conditions|Conditions]] ] ==== Grapple ==== * Target can be no more than one size larger than you * STR (Athletics) vs either: STR (athletics) or DEX (Acrobatics) * No action required to release a grappled target * Escaping a grapple: force another check as in the above * Moving a grappled creature: your speed is halved when moving your grappled target unless target is 2+ sizes smaller Grappled is a "Condition". See the [[dd5:conditions|Conditions]] section for more info. When you are grappled: * Speed is 0 * Speed bonuses no longer apply * Condition ends if grappler is incapacitated * Condition ends if an effect hurtles the grappler out of range of the target * Condition ends if the grappler chooses to end it ==== Prone ==== Prone is a "Condition". See the [[dd5:conditions|Conditions]] section for more info. * Standing up uses half of your move action speed (15' of your 30' move) * You can't stand if you don't have a move action left or if your speed is 0 ===== Resistance/Vulnerability ===== * Resistance: Damage type is halved after roll (round down) * Vulnerability: Damage type is doubled after roll * Multiple Resistance of the same type does NOT stack, ditto for Vulnerability ===== Damage Types ===== * Acid * Bludgeoning * Cold * Fire * Force * Lightning * Necrotic * Piercing * Poison * Psychic * Radiant * Slashing * Thunder (== sonic?) ===== 0 HPS ===== * If a hit drops you to 0 hps and has rollover damage >= your hitpoint max, you die * Example: cleric with 6hps (12 max) takes an 18 dmg blow, he dies (18 - 6 = 12 == 12 hit point max) * If a hit drops you to 0 hps but fails to instakill you (above), you fall unconscious * **Unconsciousness ends if you regain any hps** * When starting your turn with 0 hps, make a death saving throw * 10 or higher, you succeed, otherwise you fail * 3rd success, you become stable * 3rd failure, you die * They do not need to be consecutive * A 1 on a d20 counts as two failures * A 20 means you regain 1 hp (meaning you stabilize) * Stabilizing a downed character * Make a medicine check, DC 10 Wisdom (Medicine) * Success == stabilized (still at 0 hps) * If it takes any damage, it will stop being stable ===== Downtime Healing ===== * Short Rest: roll [one to max] hit dice, add con bonus, regain that many hit points * These can be rolled individually * Example: roll 1 hit die, see if you heal the 3 hps you're missing, and if not, roll a 2nd * Long Rest: You regain all lost hit points * Regain spent healing hit dice up to to half your level * Example: a level 3 character regains 1, a level 4 character regains 2