5e Combat Summary

Attacks, Saving Throws, Skill & Ability Checks

D20 ROLL: Roll d20 and add applicable bonus. Target number is DC or opposed roll.

PROFICIENCY: If you are proficient with a weapon/skill/tool, add proficiency bonus.

ADVANTAGE: Roll 2d20 and take the higher number.

DISADVANTAGE: Roll 2d20 and take the lower number.

Advantage and disadvantage cancel each other out.

Combat

SURPRISE: Surprised characters can’t act in the first round and can’t react before their turn.

INITIATIVE: Dexterity check at start of combat to determine order of initiative.

ACTIONS: On its turn, a character can Move up to its speed, take an Action (such as an attack), take a Bonus Action, Speak briefly, and Interact with an object.

REACTIONS: A character can do a reaction once per round, during another character’s turn.
Example: Opportunity attack

ATTACK: d20 + ability mod + proficiency. Hits if ≥ target’s AC. 1 always misses, 20 always hits.

DAMAGE: Roll damage dice and add the same ability mod as the attack roll.

CRITICAL HIT: Attack roll of 20 always crits. Roll damage dice twice. Add modifiers only once.

OPPORTUNITY ATTACK: Reaction attack when a character moves out of another’s reach.

Death & Dying

INSTANT DEATH: When a character is reduced to 0 HP, if remaining damage ≥ max HP, they die.

FALLING UNCONSCIOUS: When reduced to 0 HP and not killed, unconscious until healed.

DEATH SAVES: Each turn at 0 HP: Roll d20, DC 10. 3 successes = stable, 3 failures = dead.

Resting & Healing

SHORT REST: 1 hour spent resting, eating, tending to wounds. Spend hit dice: Roll hit die + Con mod to regain HP.

LONG REST: 8 hours sleeping. Can stand watch for 2 hours. Regain all HP and half hit dice.