Combat Basics


Combat in D&D 5.5e is turn-based and organized into rounds. Each round, every participant gets one turn to act. For an alternative combat system, check out our Divinity Combat Rules.

Combat Start: Roll for Initiative


At the start of combat, everyone rolls for initiative (d20 + Dexterity modifier) to determind the order in which players and enemies take their turns.

On your Turn


On your turn, you can:

Actions in Combat


Common actions you can take:

Making an Attack


To make an attack:

  1. Choose a target within range
  2. Roll d20 + attack modifier
  3. Compare to target's AC
  4. If you hit, roll damage

Cover


Objects can provide cover to targets:

Reactions


You get one reaction per round, which you can use for:

Surprise


If you come across enemies that aren't aware of you, you might surprise them:

Conditions


Conditions alter a creature's capabilities in various ways:

Basic Conditions

Blinded Charmed Deafened Frightened
Can't see.
Fails sight-based checks.
Attacks against it have advantage.
Its attacks have disadvantage.
Can't attack the charmer.
Can't harm the charmer.
Charmer has advantage on social checks.
Can't hear.
Fails hearing-based checks.
Disadvantage on checks and attacks while source is visible.
Can't move closer to fear source.

Movement Conditions

Grappled Prone Restrained Invisible
Speed becomes 0.
Ends if grappler is incapacitated.
Ends if moved out of reach.
Can only crawl.
Disadvantage on attacks.
Melee attacks against it have advantage.
Ranged attacks have disadvantage.
Speed becomes 0.
Attacks against it have advantage.
Its attacks have disadvantage.
Disadvantage on Dex saves.
Can't be seen normally.
Heavily obscured.
Has advantage on attacks.
Attacks against it have disadvantage.

Incapacitating Conditions

Incapacitated Paralyzed Stunned Unconscious Petrified
Can't take actions.
Can't take reactions.
Can't move or speak.
Fails Str/Dex saves.
Attacks have advantage.
Melee hits auto-crit.
Can't act or move.
Can barely speak.
Fails Str/Dex saves.
Attacks have advantage.
Incapacitated.
Drops items, falls prone.
Fails Str/Dex saves.
Melee hits auto-crit.
Turned to stone.
Can't act or move.
Resistant to damage.
Immune to poison/disease.

Alternative Rules


For a more tactical combat experience, consider using our Divinity-inspired combat system, which uses Action Points (AP) instead of the standard action economy.