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Chapter 9: Combat



            The clatter of a sword striking against a shield.   side. Any character or monster that doesn’t notice a
            The terrible rending sound as monstrous claws tear   threat is surprised at the start of the encounter.
            through armor. A brilliant flash of light as a ball of flame     If you’re surprised, you can’t move or take an action
            blossoms from a wizard’s spell. The sharp tang of blood   on your first turn of the combat, and you can’t take a re-
            in the air, cutting through the stench of vile monsters.   action until that turn ends. A member of a group can be
            Roars of fury, shouts of triumph, cries of pain. Combat in   surprised even if the other members aren’t.
            D&D can be chaotic, deadly, and thrilling.
              This chapter provides the rules you need for your char-  Initiative
            acters and monsters to engage in combat, whether it is
                                                               Initiative determines the order of turns during combat.
            a brief skirmish or an extended conflict in a dungeon or
                                                               When combat starts, every participant makes a Dexterity
            on a field of battle. Throughout this chapter, the rules ad-
                                                               check to determine their place in the initiative order. The
            dress you, the player or Dungeon Master. The Dungeon
                                                               DM makes one roll for an entire group of identical crea-
            Master controls all the monsters and nonplayer charac-
                                                               tures, so each member of the group acts at the same time.
            ters involved in combat, and each other player controls an
                                                                 The DM ranks the combatants in order from the one
            adventurer. “You” can also mean the character or mon-
                                                               with the highest Dexterity check total to the one with
            ster that you control.
                                                               the lowest. This is the order (called the initiative order)
            The Order of Combat                                in which they act during each round. The initiative order
                                                               remains the same from round to round.
            A typical combat encounter is a clash between two sides,     If a tie occurs, the DM decides the order among tied
            a flurry of weapon swings, feints, parries, footwork, and   DM-controlled creatures, and the players decide the or-
            spellcasting. The game organizes the chaos of combat   der among their tied characters. The DM can decide the
            into a cycle of rounds and turns. A round represents   order if the tie is between a monster and a player charac-
            about 6 seconds in the game world. During a round, each   ter. Optionally, the DM can have the tied characters and
            participant in a battle takes a turn. The order of turns is   monsters each roll a d20 to determine the order, highest
            determined at the beginning of a combat encounter, when   roll going first.
            everyone rolls initiative. Once everyone has taken a turn,   Your Turn
            the fight continues to the next round if neither side has
            defeated the other.                                On your turn, you can move a distance up to your speed
            Surprise                                           and take one action. You decide whether to move first or
                                                               take your action first. Your speed—sometimes called your
            A band of adventurers sneaks up on a bandit camp,   walking speed—is noted on your character sheet.
            springing from the trees to attack them. A gelatinous     The most common actions you can take are described
            cube glides down a dungeon passage, unnoticed by the   in the “Actions in Combat” section later in this chapter.
            adventurers until the cube engulfs one of them. In these   Many class features and other abilities provide additional
            situations, one side of the battle gains surprise over   options for your action.
            the other.                                           The “Movement and Position” section later in this chap-
              The DM determines who might be surprised. If nei-  ter gives the rules for your move.
            ther side tries to be stealthy, they automatically notice     You can forgo moving, taking an action, or doing any-
            each other. Otherwise, the DM compares the Dexterity   thing at all on your turn. If you can’t decide what to do on
            (Stealth) checks of anyone hiding with the passive Wis-  your turn, consider taking the Dodge or Ready action, as
            dom (Perception) score of each creature on the opposing   described in “Actions in Combat.”
                                                               Bonus Actions
              Combat Step by Step
                                                               Various class features, spells, and other abilities let you
              1. Determine surprise. The DM determines whether anyone   take an additional action on your turn called a bonus ac-
               involved in the combat encounter is surprised.  tion. The Cunning Action feature, for example, allows a
              2. Establish positions. The DM decides where all the   rogue to take a bonus action. You can take a bonus action
               characters and monsters are located. Given the   only when a special ability, spell, or other feature of the
               adventurers’ marching order or their stated positions in   game states that you can do something as a bonus action.
               the room or other location, the DM figures out where the   You otherwise don’t have a bonus action to take.
               adversaries are—how far away and in what direction.
              3. Roll initiative. Everyone involved in the combat     You can take only one bonus action on your turn, so you
               encounter rolls initiative, determining the order of   must choose which bonus action to use when you have
               combatants’ turns.                              more than one available.
              4. Take turns. Each participant in the battle takes a turn in     You choose when to take a bonus action during your
               initiative order.                               turn, unless the bonus action’s timing is specified, and
              5. Begin the next round. When everyone involved in the   anything that deprives you of your ability to take actions
               combat has had a turn, the round ends. Repeat step 4   also prevents you from taking a bonus action.
               until the fighting stops.



                                                                                             Chapter 9: Combat
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                           D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
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