
Combat Guide
Master your D&D 5e battles with clear turn order and roll rules.
Additional Rules
Weapon Attacks vs Rites
Weapon attacks = physical attacks (melee, ranged)
Rites = abilities (similar to magic but with a DC)
Advantage / Disadvantage
Advantage: roll 2d20, take higher
Disadvantage: roll 2d20, take lower
If you have both, they cancel out
Conditions & Rites
Weapon attacks always follow advantage/disadvantage rules
Rites with attack rolls follow advantage/disadvantage
Prone
Disadvantage on attack rolls (weapon + attack-roll Rites)
Melee attacks against prone = advantage
Ranged attacks against prone = disadvantage
non-attack based Rites = unaffected
Stand up costs 15 ft movement
Crawling costs double movement
Does NOT remove actions
Restrained
Speed = 0
Disadvantage on attack rolls
Attacks against them = advantage
Disadvantage on Dexterity saves
Stunned / Paralyzed
Cannot move or act
Automatically fail STR/DEX saves
Attacks/Rites against them = advantage
Melee attacks within 5 ft = auto crit
Prone + Restrained
Cannot move
Disadvantage on attack/Rite rolls
Attacks against them = advantage
Melee attacks = advantage
Ranged attacks = disadvantage
Frightened
Disadvantage on attack/Rite rolls and ability checks
Cannot move closer to the source
Downed (0 HP)
Unconscious
Cannot act
Roll death saves each turn
Death Saves
Roll d20 (no modifier)
10+ = success, 9- = failure
3 successes = stabilized
3 failures = death
Nat 20 = Up and set to 1 HP
Nat 1 = 2 failures
Enemy attacks = 1 failure added
Healing received = immediately gain HP and wake up
All death saves reset
Unconscious
Cannot move or act
Automatically fail STR/DEX saves
Melee attacks within 5 ft = advantage + auto crit
Saving Throws
STR = resist shove/prone
DEX = avoid effects
CON = endure damage/effects
WIS = resist fear/control
Cover
Half cover = +2 AC
Heavy cover = +5 AC
Full cover = cannot be targeted
Opportunity Attacks
Triggered when leaving melee range
Do not trigger from forced movement
Forced Movement
Push/pull effects do not trigger opportunity attacks
Reactions
1 reaction per round
Rites (Additional Rules)
Missed Rite = fizzles
Higher Rites can be used to cast lower Rites
Knockdown Rules
Being knocked prone does NOT remove actions
Only stronger conditions (stunned, paralyzed) prevent actions