Combat Cheatsheet
Initiative
Round
Turn
These can be done in any order:
Other:
Free Actions:
Surprise
Determine who might be surprised
Roll all sneakers Dex (Stealth) vs passive Wis (Perception) of all opposing creatures
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
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]
Spell Attack
Critical hit
Roll all damage dice twice
Do not add modifiers twice (+ STR bonus is only added once)
This mechanic is applicable to:
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
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 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 Conditions section for more info.
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
If a hit drops you to 0 hps but fails to instakill you (above), you fall unconscious
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)
Downtime Healing