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D&D Combat Actions Guide

This document outlines various combat actions a character can take on their turn, including attacking with melee or ranged weapons, shoving or grappling opponents, dashing to gain extra movement, dodging to gain defensive benefits, helping allies, hiding from enemies, readying an action, searching an area, or using an object. It also describes cover bonuses of +2 AC from half cover or +5 AC from three-quarter cover that certain obstacles provide.

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0% found this document useful (0 votes)
406 views2 pages

D&D Combat Actions Guide

This document outlines various combat actions a character can take on their turn, including attacking with melee or ranged weapons, shoving or grappling opponents, dashing to gain extra movement, dodging to gain defensive benefits, helping allies, hiding from enemies, readying an action, searching an area, or using an object. It also describes cover bonuses of +2 AC from half cover or +5 AC from three-quarter cover that certain obstacles provide.

Uploaded by

Sad Lad
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Combat Actions

Attack – make one melee or ranged attack. Alternatively, you can use one of your attacks to
make a special melee attack below:
Shove – The target must be no more than one size larger than you and must be within
your reach. Instead of Making an Attack roll, you make a Strength (Athletics) check contested by
the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to
use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
Grappling – using at least one free hand, you can try to seize a target by making a
grapple check: an Athletics check contested by the target’s Athletics or Acrobatics check. If you
succeed, they are grappled. You can release the target whenever you like (no action required).
- A Grappled creature can use its action to escape. To do so, it must succeed on
an Athletics or Acrobatics check against your Athletics.
- You can drag/carry a Grappled creature, but your speed is halved (unless the
creature is two or more sizes smaller than you)
Dash – gain extra Movement this turn equal to your current speed
Disengage – your Movement doesn’t provoke Opportunity Attacks this turn
Dodge – until the start of your next turn, any Attack roll made against you has disadvantage if
you can see the attacker, and you make Dexterity saving throws with advantage
Help – you can give another creature on the next ability check it makes. Alternatively, you can
distract a creature within 5 ft of you, giving an ally’s next Attack roll against it advantage.
Hide – if no hostile creature sees you clearly, you can make a Stealth check in an attempt to hide
Ready – lets you act using your Reaction before the start of your next turn. First, decide what the
trigger is. When the trigger occurs, you can either take your Reaction or ignore the trigger. To
ready a spell, it must have a Casting Time of 1 action and holding the spell requires
Concentration.
Search – devote your attention to finding something. DM might have you make a Perception or
an Investigation check
Use an Object - You normally interact with an object while doing something else, such as when
you draw a sword as part of an Attack. When an object requires your action for its use, you take
the Use an Object action. This action is also useful when you want to interact with more than one
object on Your Turn.
Other Stuff to Know
Half Cover - +2 to AC and Dexterity saving throws (low wall, large furniture, narrow tree trunk)
Three-Quarter Cover- +5 bonus to AC and Dexterity saving throws (arrow slit, thicc tree)
Total Cover – can’t be targeted directly by an Attack or a spell (completely concealed)
Combat Actions

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