Combat General Rules Flashcards
What are the 5 steps to combat?
- Determine surprise.
- Establish positions.
- Roll initiative.
- Take turns.
- Begin the next round.
To determine who might be surprised, what does the DM compare?
Dexterity (Stealth) checks of anyone hiding
VS
Passive Wisdom (Perception) score of each creature on the opposing side.
What happens if you’re surprised.
If you’re surprised,
1. You can’t move
2. You can’t take an action on your 1st turn of the combat
3. You can’t take a reaction until that turn ends
Initiative, When combat starts every participant makes a _________ check to determine their place in the initiative order.
Dexterity (check)
What are 4 things every participant can do on their turn in combat?
- Use their movement.
- Take an action.
- Communicate. (brief utterances and gestures)
- 1 Interaction.
What two “actions” can you take, if you have one you CAN take, but you can only take 1 per turn?
1 Bonus action
and
1 Reaction
Explain grappling in combat.
Take the Attack action:
- Using at least one free hand, you try to seize the target
by making a grapple check.
Your Strength (Athletics)
VS
Target’s Strength(Athletics) or Dexterity(Acrobatics) check
- If you succeed, you subject the target to the grappled condition.
-A grappled creature’s speed becomes 0, and it can’t
benefit from any bonus to its speed.
* condition ends if an effect removes the grappled creature from the reach of the grappler or grappling effect
*The condition also ends if the grappler is incapacitated
-An incapacitated creature can’t take actions or
reactions.
Explain escaping a Grapple.
-A grappled creature can use its action to escape.
-To do so, it must succeed a;
Strength (Athletics) or Dexterity (Acrobatics) check
VS
Your Strength (Athletics) check.
Explain Moving a Grappled Creature.
-When you move, you can drag or carry the grappled creature with you, but your speed is halved.
*unless the creature is two or more sizes smaller than you.
Explain shoving a creature in combat.
- Using the Attack action, you can shove a creature.
*Either to knock it prone or push it away from you.
Your Strength (Athletics) check
VS
Target’s Strength (Athletics) or Dexterity (Acrobatics) check
- If you win the contest, you either knock the target prone or push it 5 feet away from you.
Prone:
-A prone creature’s only movement option is to crawl,
unless it stands up and thereby ends the condition.
-The creature has disadvantage on attack rolls.
-An attack roll against the creature has advantage
if the attacker is within 5 feet of the creature.
*Otherwise, the attack roll has disadvantage.
What are the three degrees of cover?
- Half cover
- Three-quarters cover
- Total cover
Explain Half cover.
-A target has half cover if an obstacle blocks at least half of its body.
-A target with half cover has a +2 bonus to AC and
Dexterity saving throws.
Explain Three-quarters cover.
-A target has three quarters cover if about three-quarters of it is covered by an obstacle.
-A target with three-quarters cover has a +5 bonus
to AC and Dexterity saving throws.
Explain Total cover.
-A target has total cover if it is completely concealed by
an obstacle.
-A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect.
Explain Critical Hits.
-When you score a critical hit, you get to roll extra dice for the attack’s damage against the target.
- Roll all of the attack’s damage dice twice and add them together.
- Then add any relevant modifiers as normal.