the order of combat

the chaos of combat is organized into a cycle of rounds and turns

a round represents about 6 seconds in the game world

during a round, each participant in a battle takes a turn

the order of turns is determined at the beginning of combat when everyone rolls initiative

once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other

combat steps

step 1 establish positions and surprise

the dungeon master decides where all the characters and monsters are located as well as who is suprised

step 2 roll initiative

everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns

step 3 take turns

each participant in the battle takes a turn in initiative order

step 4 begin the next round

when everyone involved in the combat has had a turn, the round ends, repeat step 3 and 4 until the fighting stops

notes

positions are established by the dm based on the parties marching order

surprise is also determined by the dm based on marching orders

creatures moving half can attempt to surprise their opponents by making a dexterity (stealth) check

creatures moving normal have disadvantage on the check

creatures moving full cannot attempt to hide

creatures moving half have a +5 on their passive wisdom (perception)

creatures moving double have a -5 on their passive wisdom (perception)

surprise

the dm determines who might be surprised

if neither side tries to be stealthy, they automatically notice each other

otherwise, the dm compares the dexterity (stealth) checks of anyone hiding with the passive wisdom (perception) score of each creature on the opposing side

any creature that doesn't or can't notice a threat is surprised

if you're surprised, you can't move against, take an action against, or take a reaction against what has surprised you

a member of a group can be surprised even if the other members aren't

notes

anyone that successfully hides from you now has surprise on you even if the combat has started

this effects the assassin sub-class of rogue more than anyone else, you are welcome

lawful characters that attack with surprise will at a minimum become neutral (l/c)

neutral (l/c) creatures that strike first with surprise will become chaotic if the target is lawful

initiative

initiative determines the order of turns during combat

when combat starts, every participant makes a dexterity check to determine their place in the initiative order

roll20 ranks the combatants in order from the one with the highest dexterity check total to the one with the lowest

this is the order (called the initiative order) in which they act during each round

the initiative order remains the same from round to round

your turn

on your turn, you can move a distance up to your speed and then take one action

your speed — sometimes called your walking speed — is noted on your character sheet

the most common actions you can take are described in the "Actions in Combat" section below

many class features and other abilities provide additional action options for your character

the "movement and position" section later in gives the rules for your move

you can forgo moving, taking an action, or doing anything at all on your turn

your turn - notes

if you cannot decide what action to do then take the dodge action

once per turn means once on your turn, so no sneak attacks on an attack of opportunity

bonus actions

class features, spells, and other abilities allow you to take an additional action on your turn called a bonus action

you can only take a bonus action only when a special ability, spell, or other feature of the game states you can

you can only take one bonus action on your turn

unless the bonus action's timing is specified, you can take your bonus action when you want

anything that deprives you of your ability to take actions also prevents you from taking a bonus action

interacting with objects around you (bonus action)

this is an example of a bonus action anyone can perform as a bonus action

draw or sheathe a weapon

draw and load a piece of ammunition

open or close a door

withdraw a potion from your belt pouch

pick up an item

take a bauble from a table

remove a ring from your finger

stuff some food into your mouth

plant a banner in the ground

fish a few coins from your belt pouch

drink a ready potion

throw a lever or a switch

pull a torch from a sconce

take a book from a shelf you can reach

extinguish a small flame within reach

don a mask

pull the hood of your cloak up and over your head

put your ear to a door

kick a small stone

turn a key in a lock

hand an item to another character

communicating on your turn

you are able to communicate however you are able, through brief utterances and gestures unless casting a spell with a verbal componet

reactions

certain special abilities, spells, and situations allow you to take a special action called a reaction

a reaction is an instant response to a trigger of some kind which can occur on your turn or on someone else's turn

the opportunity attack is the most common type of reaction

when you take a reaction you can't take another one until the start of your next turn

if the reaction interrupts another creature's turn that creature can continue its turn right after the reaction

dropping prone is an example of a reaction anyone can do