User Tools

Site Tools


dd5:combat_cheatsheet

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

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