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