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:
- Move up to your speed (usually 30 feet)
- Take one Action
- Take one Bonus Action (if available)
- Use one Free Action (like speaking or dropping an item)
Actions in Combat
Common actions you can take:
- Attack: Make one or more attacks
- Cast a Spell: Cast a spell with a casting time of 1 action
- Dash: Double your movement speed
- Disengage: Move away without provoking opportunity attacks
- Dodge: Impose disadvantage on attacks against you
- Help: Give advantage to an ally's next ability check or attack
- Hide: Make a Stealth check to hide
- Ready: Prepare an action for a specific trigger
- Use an Object: Interact with a second object or environmental feature
Making an Attack
To make an attack:
- Choose a target within range
- Roll d20 + attack modifier
- Compare to target's AC
- If you hit, roll damage
Cover
Objects can provide cover to targets:
- Half Cover: +2 to AC and Dexterity saving throws
- Three-Quarters Cover: +5 to AC and Dexterity saving throws
- Full Cover: Can't be targeted directly
Reactions
You get one reaction per round, which you can use for:
- Opportunity Attacks: When an enemy leaves your reach
- Ready Action: When your specified trigger occurs
- Certain Spells: Such as Shield or Counterspell
Surprise
If you come across enemies that aren't aware of you, you might surprise them:
- The DM determines who might be surprised
- If you're hidden, compare your Stealth check to enemies' passive Perception
- Surprised creatures can't move or take actions on their first turn
- Surprised creatures can't take reactions until after their first turn
- After the first turn, surprise ends and combat continues normally
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.