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D&D 5e Combat cheat sheet

Turn order, actions, and reminders. At-the-table reference for Dungeons & Dragons 5th Edition.

D&D 5e combat: d20 + modifiers vs AC or DC. Initiative sets the order, and your turn gives you an Action, Bonus Action, Reaction, and Movement.

Initiative
Roll
1d20 + DEX modifier
Ties
DM decides (common: higher DEX goes first)
  • Roll once at the start of combat; order stays fixed unless a feature changes it.
  • Surprised creatures cannot act on their first turn and cannot take reactions until their first turn ends.
Action economy
  • Each turn: 1 Action + 1 Bonus Action (if you have one) + 1 Reaction (if triggered) + Movement (up to your speed).
  • Free: one object interaction (draw a weapon, open a door).
  • Actions: Attack, Cast a Spell, Dash (double movement), Disengage (no opportunity attacks), Dodge (attacks against you have disadvantage), Help, Hide, Ready, Use an Object.
  • Extra Attack: fighters, paladins, rangers, and some others get multiple attacks with the Attack action.
Attack roll
Melee
1d20 + STR mod + proficiency vs AC
Ranged
1d20 + DEX mod + proficiency vs AC
Spell attack
1d20 + spellcasting mod + proficiency vs AC
Natural 20
Critical hit: double all damage dice
Natural 1
Automatic miss (regardless of modifiers)
  • Finesse weapons: choose STR or DEX for both attack and damage.
  • Ranged attacks at long range or with a hostile creature within 5 ft: disadvantage.
Damage
  • Roll weapon/spell damage dice + ability modifier (STR for melee, DEX for ranged). Spells use only the dice unless a feature adds the modifier (e.g., Agonizing Blast).
  • Critical hit: roll all damage dice twice, then add modifier once.
  • Resistance: halve the damage (round down). Vulnerability: double it.
  • Immunity: zero damage from that type.
Armor Class (AC)
No armor
10 + DEX mod
Light armor
Armor base + DEX mod
Medium armor
Armor base + DEX mod (max +2)
Heavy armor
Armor base (no DEX)
Shield
+2 AC
Death saves
Trigger
HP drops to 0 (not dead, unconscious)
Roll
d20, no modifiers, DC 10
3 successes
Stabilize (unconscious but not dying)
3 failures
Dead
Natural 20
Regain 1 HP and wake up
Natural 1
Counts as 2 failures
  • Taking damage while at 0 HP = 1 death save failure (a crit = 2 failures).
  • Any healing at 0 HP brings you back with that many HP (death saves reset).
Cover
Half cover
+2 AC and DEX saves
Three-quarters cover
+5 AC and DEX saves
Full cover
Cannot be targeted directly
Common conditions
Blinded
Auto-fail sight checks; attacks have disadvantage; attacks against you have advantage
Frightened
Disadvantage on checks/attacks while you can see the source; cannot willingly move closer
Grappled
Speed becomes 0; ends if grappler is incapacitated or you are moved out of reach
Incapacitated
Cannot take actions or reactions
Poisoned
Disadvantage on attack rolls and ability checks
Prone
Melee attacks against you have advantage; ranged attacks have disadvantage; standing costs half movement
Restrained
Speed 0; attacks against you have advantage; your attacks and DEX saves have disadvantage
Stunned
Incapacitated, cannot move, auto-fail STR/DEX saves, attacks against you have advantage
Opportunity attacks
  • Triggered when a hostile creature you can see leaves your reach.
  • Uses your Reaction: one melee attack.
  • Disengage action prevents opportunity attacks for the rest of your turn.
Common mistakes
  • Bonus Actions are not interchangeable with Actions: you cannot use a Bonus Action slot for a regular Action.
  • Natural 20 is only an auto-hit on attack rolls, not ability checks or saving throws (in base 5e rules).
  • Critical hits double the damage dice, not the modifier.
  • Healing at 0 HP resets all death saves: there is no 'two failures carried over.'
  • Disengage prevents opportunity attacks for the whole turn, not just from one creature.
  • Ranged attacks have disadvantage when a hostile creature is within 5 ft, even if the target is far away.

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