Combat Flashcards

1
Q

What are the five categories of actions in combat?

A

Movement, action, reaction, bonus action, interaction

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2
Q

Steps in combat (5)

A
  1. Determine surprise
  2. Establish positions
  3. Roll initiative
  4. Take turns
  5. Begin next round
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3
Q

Surprise

A

Any character or monster that does not notice a threat is surprised at the start of the encounter. If you’re surprised you can’t move or take an action on your first turn of combat, or reaction until the turn ends.

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4
Q

Initiative

A

Initiative determines the order of turns during combat. When combat starts, every participant makes a dexterity check to determine their place in the initiative order.

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5
Q

Who goes first in the initiative order?

A

The person with the highest d20 dexterity roll is first in the initiative order.

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6
Q

What order do enemies act in combat?

A

All at the same time, at the time of their turn in the initiative order.

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7
Q

On your turn you can.

A

On your turn you can move a distance up to your speed and take one action, your features may let you also take a bonus action, communicate briefly, and react.

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8
Q

Bonus actions

A

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. If you have one, you may take one bonus action on your turn.

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9
Q

What let’s you take a reaction?

A

Certain special abilities, spells, and situations, allow you to take a special action called a reaction.

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10
Q

What is a reaction? Whats the most common one?

A

A reaction is an instant response to a trigger of some kind, which can occur on your turn or someone else’s. The opportunity attack is the most common kind of reaction.

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11
Q

Movement can include

A

Your movement can include jumping, climbing, or swimming.

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12
Q

Can I move between attacks?

A

Yes, you may break up your movement between attacks.

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13
Q

Using different speeds

A

If you have more than one speed, such as flying, and walking, you can switch back and forth between them.

When you switch, subtract the distance you’ve already moved from your new speed.

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14
Q

What does difficult terrain cost

A

Difficult terrain costs one foot extra of movement for every foot.

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15
Q

When can I move through a hostile creatures space?

A

When the creature is two sizes bigger or smaller than you

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16
Q

Creature space controlled by size category

A

Tiny 2 1/2ft by 2 1/2ft
Small 5 by 5ft
Medium 5 by 5ft
Large 10 by 10ft
Huge 15 by 15 ft
Gargantuan 20 by 20ft

17
Q

How many ft does a square represent?

A

5ft

18
Q

How many ft does a square represent?

A

5ft

19
Q

Actions to take in combat (10)

A

Attack, cast a spell, dash, disengage, dodge, help, hide, ready, search, use an object

20
Q

Steps for making an attack

A
  1. Choose a target
  2. Determine modifiers - cover, advantage, effects, abilities
  3. Attack roll - hit or miss
  4. If you hit, damage roll
21
Q

Attack roll modifiers

A

Ability modifier and proficiency bonus

22
Q

What happens if your attack roll is a 1 or 20?

A

1 is a miss, 20 is a hit, regardless of ac or modifiers

23
Q

The ability modifier for melee weapon

A

The ability modifier for melee weapon is strength

24
Q

The ability modifier for ranged weapon is

A

The ability modifier for ranged weapon is dexterity

25
Q

What are the three degrees of cover?

A

Half cover, three quarters cover, total cover

26
Q

A target with half cover has

A

+2 AC and dexterity saving throws, and half of its body is covered

27
Q

A target with three-quarters cover has

A

+5 AC and dexterity saving throws, and three quarters of its body is covered by an obstacle

28
Q

A target with total cover

A

Cannot be target directly by an attack or spell, unless it is included in an area of effect

29
Q

If you score a critical hit

A

If you score a critical hit, roll extra dice for the attacks damage. Roll all damage dice twice. 1d4 becomes 2d4, 2d4 becomes 4d4

30
Q

Damage types

A

Acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder

31
Q

Death saving throw

A

Whenever you start your turn with 0 hit points, make a d20 death saving throw. A roll higher than 10 is a successful save. Three failures = death, three sucesses = become stable

32
Q

Death saving throw roll = 1

A

This counts as 2 failures

33
Q

Death saving throw roll = 20

A

This counts as three successes, you regain to 1 HP

34
Q
A
35
Q

Opportunity attack

A

An opportunity attack is a reaction made when a hostile creature moves out of your reach, such as passing by, or fleeing. Such attacks can be avoided by taking the disengage action