dd5:combat_cheatsheet
Table of Contents
Combat 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
[ 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 [ 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 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
[ 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.
- 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
dd5/combat_cheatsheet.txt · Last modified: 2015/04/26 03:50 by tara