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

A detailed Dungeons & Dragons combat map with miniatures arranged to show turn order.
A detailed Dungeons & Dragons combat map with miniatures arranged to show turn order.