StrangeLilBird

Combat Guide

Begining Combat

 

The Start Of Combat

In a combat encounter, opposing forces engage in a dynamic exchange of attacks, defenses, and strategic maneuvers. Battle is structured through a system of rounds (6 seconds each) and turns (each participant gets a turn per round).

 

Initiative

Whenever the DM feels like you are in a time constrained situation (usually when an agressive action takes place) they might call for initiative. This means that anyone who wants to get involved should make an initative roll to determine the order of turns in combat.

 

Initiative Roll: Your initiative is determined by rolling a d20 and adding your initiative bonus. Your initiative bonus is determined by your DEX modifier and any other bonuses to initiative.

 

Surprised: An extra round can take place before the combat begins called the surprised round. If the character(s) that initiated combat did so unexpectedly they get an extra action before combat begins (the DM determines what characters can act on this round, surprised characters cannot act).

 

Combat Properties

You aren't forced to attack anyone during combat; Combat doesn't have to end when all enemies reach 0HP, Combat encounters can have other objectives (get an item, protect someone, survive for as long as you can, escape your enemies...)

 

What Can I Do On My Turn?

 

On each turn, you can use use your movement (up to your speed maximum), take an action, a bonus action and free actions. You can do these in any order.

 

Action

It is an action to: attack (description on next section), casting a spell (description on next session), dash (gain extra movement equal to your speed), disengage (prevent opportunity attacks), dodge (disadvantage agaisnt attacking you), help (aid an ally giving them advantage), make a skill check (description below), ready (description below), improvise (try to do something not described here).

 

Make a Skill Check (it has to make sense and be a possible action for it to have a chance of working, the DM determines the value you have to roll to be sucessfull)To do this you can describe the course of action and the DM will tell you if you are able to do it. For example: Stealth -> Hide; Perception/Investigation -> Find Someone; Athletics -> Grapple; Persuation -> Convice Someone of Something; Athletics -> Push a Boulder; Sleight of Hand -> Steal an Object; Nature -> Determine a Beast's Weakness; Arcana-> See if you know anything about a magical foe that you're fighting; Medicine -> Stabilize an Ally...

 

Bonus Action

Some class featuresspells, items, and other abilities let you take an additional action on your turn called a bonus action. You can only take one bonus action per turn.

 

Movement

You can move up to your speed maximum each turn. You can take actions, bonus actions, free actions, and reactions between your movement. Movement can include jumping, climbing or swimming. If you are prone you have to use half your total movement to stand back up. Moving while prone takes double movement.

 

Reaction

Certain special abilitiesspells, and situations allow you to take a special action called a reaction. A reaction occurs in response to a trigger, which can occur on your turn or on someone else’s. The opportunity attack is the most common reaction (when a creature is about to leave your melee range, make a melee attack agaisnt it (the attack occurs right before the creature leaves your reach).

When you take a reaction, you can’t take another one until the start of your next turn.

 

Free Action

As a free action, you can do minor actions such as talking (although you should try not to speak more then what you'd be able to say in 6 seconds) or interacting with enviroment (opening a door).

 

 

Attack Action

What can you Do with Attack Action?

With an attack action you can do one of the following: make a melee weapon attack; make a ranged weapon attack (this includes drawing ammunition); make an unarmed strike; grapple a creature; shove a creature. To make a weapon attack you must roll to hit and, if successful, roll your damage as described below. If you are using a light weapon you can use your bonus action to make another attack with a light weapon. You have disadvantage with ranged attacks if an enemy is within melee range.

 

Roll to Hit

Choose a target in range and make a melee or ranged attack. To hit with an attack you must beat an enemy's armor class when rolling d20 and adding your bonuses: d20 + STAT + proficiency bonus. The STAT for melee weapons is STR (or DEX if it's a finess weapon) and ranged weapons use DEX (or STR if it's a thrown weapon). If you aren't proficient with a weapon you don't add your proficiency bonus. If you roll a 20 you crit!

 

ROLL YOUR DAMAGE

Each weapon has a specific type of damage and damage dices. You also add damage = stat modifier you used to hit. On crits add the maximum value you could roll with dice. Example: greatsword, 2d6 + STR (+12 if crit)

 

(I recommended that you have you to HIT bonus and DAMAGE already written down on your character sheet for each weapon you are using)

 

Casting a Spell

 

Type of SPell

There are a variety of spells in D&D. When you are planning to cast a spell you should try to read your spell before it reaches your turn and figure out if it requires you to make a spell attack bonus (the spell would say "make a melee/ranged spell attack" if it requires spell attack bonus) or if it requires your targets rolling a spell save DC (and what check is it STR/DEX/CON/INT/WIS/CHA).

 

Spell aTTACK bONUS

When trying to hit an enemy with a spell (melee or ranged). You add your spell attack bonus. Spell Attack Bonus = Proficiency Bonus + Spell Casting Ability Modifier (Artificer-Intelligence; Bard-Charisma; Cleric-Wisdom; Druid-Wisdom; Paladin-Charisma; Ranger-Wisdom; Sorcerer-Charisma; Warlock-Charisma; Wizard-Intelligence). Ranged spells have disadvantage if you have an enemy within melee range.

 

spell save dc

Your Spell Save DC 8 + spellcasting ability modifier + proficiency bonus. This is the check a target has to beat in order to resist a spell that you are casting. When you cast the spell you force your target(s) to make a STR/DEX/CON/INT/WIS/CHA (the spell will say which one is it) saving throw. If they roll equal or higher then your Spell Save DC they resist the spell. (some spells still have some effect even if the target can resist them)

 

Concentration: Some spells require concentration. You can only concentrate on one spell. Taking damage can break concentration and end spells early.