Combat
What a creature can do in combat, the actions it can take, common
cover DCs and common fighting rules
Order of Operations
| Determine Surprise | Establish Positions | Roll Initiative | Take Turns | Begin the Next Round |
- Determine Surprise
- Establish Positions
- Roll Initiative
- Take Turns
- Begin the Next Round
Common Combat Rules
| Rule | Description |
|---|---|
| Surprise | A creature who is surprised at the start of combat misses their turn in the first round of combat, and cannot take a reaction until that turn ends. |
| Critical Hit/Miss on Attack Rolls | Rolling a critical miss on an attack roll means you automatically miss the attack. Rolling a critical hit means you get to roll your damage roll twice. |
| Damage Resistance / Vulnerability | If a creature is resistant to a form of damage, damage of that type is halved against them. If they are vulnerable, damage of that type is instead doubled. |
| Two Weapon Fighting | If you use the Attack action with a light melee weapon that you're holding in 1 hand, you can use a Bonus Action to attack with a different light melee weapon you're holding in the other hand. You don't add your ability modifier to the damage of this bonus attack, should it hit. |
| Ranged Attacks in Close Combat | If you are making a ranged attack and your target is within 5 feet, you have disadvantage on the attack roll. |
Actions in Combat
| Action | Description |
|---|---|
| Attack | Make a melee or ranged attack |
| Cast a Spell | Cast a cantrip or a spell of 1st level or higher |
| Dash | Gain extra movement equal to your speed (plus any modifiers) for the current turn |
| Disengage | Your movement doesn't provoke attacks of opportunity for the rest of the turn |
| Dodge | Any attack roll made against you has disadvantage until the start of your next turn, and you make Dex saving throws with advantage. Effect stops if incapacitated or speed becomes 0 |
| Escape | A Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by the Strength (Athletics) check of the creature grappling it. |
| Grapple | Counts as an Attack action. Make a Strength (Athletics) check vs the target's Strength (Athletics) or Dexterity (Acrobatics) (their choice). If you succeed, the target becomes Grappled. They can take an Escape action to escape the grapple. |
| Help | Aid another creature in a task it is performing, or an attack it is making - it gains advantage on it's next ability check for that task, or attack roll for the attack |
| Hide | Make a Dex (Stealth) check. If successful, you become hidden - unseen and unheard |
| Ready | Agree with your DM a "trigger", and an action you take when that trigger "fires". You perform the action on the turn that the trigger fires. E.g "If the goblin walks towards me, I fire my arrow" |
| Search | Make a Wis (Perception) or Int (Investigation) check to find something. |
| Shove | Using an Attack action, you can Shove a creature. The target must be no more than 1 size larger than you. Make a Strength (Athletics) against the target’s Strength (Athletics) or Dexterity (Acrobatics). On success, you push the target 5ft OR knock it prone. |
| Use a Magic Item | Use a magic item that requires your action for its use |
| Use an Object | Use an object, other than a magic item, that requires your action for its use |
| Use a Special Ability | Use a class feature, racial ability or other special ability that requires your action for its use |
Cover
| Cover Type | Example of cover | AC & Dex Saving Throw Bonus |
|---|---|---|
| Half | A low wall, a large piece of furniture, a narrow tree trunk, another creature | +2 |
| Three-Quarters | A portcullis, an arrow slit, a thick tree trunk | +5 |
| Total (Completely obscured, e.g behind a wall) | Creature cannot be targeted by an attack or spell, although some spells can reach such a target by including it in an area of effect | |
Everything A Creature Can Do On It's Turn
| Move | Move up to your speed. Movement can include jumping, swimming, climbing, etc. Movement can be broken up, e.g move 10ft, attack, move 20ft |
| Take an Action | By default, every creature can take one action per turn |
| Take an Bonus Action | Some creatures get bonus actions based on their class, race, etc. A creature can only ever take a single bonus action per turn. |
| Communicate | A creature can communicate when moving or performing an action, via speaking, gestures, etc. |
| Interact with the Environment | A creature can interact with 1 object or feature of the environment as they move or take their action. To interact with a 2nd, they must use the "Use an Object" action |
Equipment
Listings, values and weights for armour, ammunition, and other
non-weapon adventuring gear
Light Armour
| Armor | Cost | Base AC | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Padded | 5 gp | 11 | — | 8 lb. | |
| Leather | 10 gp | 11 | — | — | 10 lb. |
| Studded leather | 45 gp | 12 | — | — | 13 lb. |
Medium Armour
| Armor | Cost | Base AC | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Hide | 10 gp | 12 |
— | — | 12 lb. |
| Chain shirt | 50 gp | 13 |
— | — | 20 lb. |
| Scale mail | 50 gp | 14 |
— | 45 lb. | |
| Breastplate | 400 gp | 14 |
— | — | 20 lb. |
| Half plate | 750 gp | 15 |
— | 40 lb. |
Heavy Armour
| Armor | Cost | Base AC | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Ring mail | 30 gp | 14 | — | 40 lb. | |
| Chain mail | 75 gp | 16 | 13 | 55 lb. | |
| Splint | 200 gp | 17 | 15 | 60 lb. | |
| Plate | 1,500 gp | 18 | 15 | 65 lb. |
Shields
| Armor | Cost | Base AC | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Shield | 10 gp | +2 | — | — | 6 lb. |
Ammunition
| Arrows (20) | 1 gp | 1 lb. |
| Blowgun needles (50) | 1 gp | 1 lb. |
| Crossbow bolts (20) | 1 gp | 1 1/2 lb. |
| Sling bullets (20) | 4 cp | 1 1/2 lb. |
Arcane Focus
| Crystal | 10 gp | 1 lb. |
| Orb | 20 gp | 3 lb. |
| Rod | 10 gp | 2 lb. |
| Staff | 5 gp | 4 lb. |
| Wand | 10 gp | 1 lb. |
Druidic Focus
| Sprig of mistletoe | 1 gp | - |
| Totem | 1 gp | - |
| Wooden staff | 5 gp | 4 lb. |
| Yew wand | 10 gp | 1 lb. |
Holy Symbol
| Amulet | 5 gp | 1 lb. |
| Emblem | 5 gp | - |
| Reliquary | 5 gp | 2 lb. |
Other Adventuring Gear
See Other Adventuring Gear for details on how to use adventuring gear items.Or click on any item to open a new tab to that items detail page on D&D Beyond.
| Abacus | 2 gp | 2 lb. |
| Acid (vial) | 25 gp | 1 lb. |
| Alchemist's fire (flask) | 50 gp | 1 lb. |
| Antitoxin (vial) | 50 gp | - |
| Backpack | 2 gp | 5 lb. |
| Ball bearings (bag of 1,000) | 1 gp | 2 lb. |
| Barrel | 2 gp | 70 lb. |
| Basket | 4 sp | 2 lb. |
| Bedroll | 1 gp | 7 lb. |
| Bell | 1 gp | - |
| Blanket | 5 sp | 3 lb. |
| Block and tackle | 1 gp | 5 lb. |
| Book | 25 gp | 5 lb. |
| Bottle, glass | 2 gp | 2 lb. |
| Bucket | 5 cp | 2 lb. |
| Caltrops (bag of 20) | 1 gp | 2 lb. |
| Candle | 1 cp | - |
| Case, crossbow bolt | 1 gp | 1 lb. |
| Case, map or scroll | 1 gp | 1 lb. |
| Chain (10 feet) | 5 gp | 10 lb. |
| Chalk (1 piece) | 1 cp | - |
| Chest | 5 gp | 25 lb. |
| Climber's kit | 25 gp | 12 lb. |
| Clothes, common | 5 sp | 3 lb. |
| Clothes, costume | 5 gp | 4 lb. |
| Clothes, fine | 15 gp | 6 lb. |
| Clothes, traveler's | 2 gp | 4 lb. |
| Component pouch | 25 gp | 2 lb. |
| Crowbar | 2 gp | 5 lb. |
| Fishing tackle | 1 gp | 4 lb. |
| Flask or tankard | 2 cp | 1 lb. |
| Grappling hook | 2 gp | 4 lb. |
| Hammer | 1 gp | 3 lb. |
| Hammer, sledge | 2 gp | 10 lb. |
| Healer's kit | 5 gp | 3 lb. |
| Holy water (flask) | 25 gp | 1 lb. |
| Hourglass | 25 gp | 1 lb. |
| Hunting trap | 5 gp | 25 lb. |
| Ink (1 ounce bottle) | 10 gp | - |
| Ink pen | 2 cp | - |
| Jug or pitcher | 2 cp | 4 lb. |
| Ladder (10 foot) | 1 sp | 25 lb. |
| Lamp | 5 sp | 1 lb. |
| Lantern, bullseye | 10 gp | 2 lb. |
| Lantern, hooded | 5 gp | 2 lb. |
| Lock | 10 gp | 1 lb. |
| Magnifying glass | 100 gp | - |
| Manacles | 2 gp | 6 lb. |
| Mess kit | 2 sp | 1 lb. |
| Mirror, steel | 5 gp | 1/2 lb. |
| Oil (flask) | 1 sp | 1 lb. |
| Paper (one sheet) | 2 sp | - |
| Parchment (one sheet) | 1 sp | - |
| Perfume (vial) | 5 gp | - |
| Pick, miner's | 2 gp | 10 lb. |
| Piton | 5 cp | 1/4 lb. |
| Poison, basic (vial) | 100 gp | - |
| Pole (10-foot) | 5 cp | 7 lb. |
| Pot, iron | 2 gp | 10 lb. |
| Potion of healing | 50 gp | 1/2 lb. |
| Pouch | 5 sp | 1 lb. |
| Quiver | 1 gp | 1 lb. |
| Ram, portable | 4 gp | 35 lb. |
| Rations (1 day) | 5 sp | 2 lb. |
| Robes | 1 gp | 4 lb. |
| Rope, hempen (50 feet) | 1 gp | 10 lb. |
| Rope, silk (50 feet) | 10 gp | 5 lb. |
| Sack | 1 cp | 1/2 lb. |
| Scale, merchant's | 5 gp | 3 lb. |
| Sealing wax | 5 sp | - |
| Shovel | 2 gp | 5 lb. |
| Signal whistle | 5 cp | - |
| Signet ring | 5 gp | - |
| Soap | 2 cp | - |
| Spellbook | 50 gp | 3 lb. |
| Spikes, iron (10) | 1 gp | 5 lb. |
| Spyglass | 1,000 gp | 1 lb. |
| Tent, two-person | 2 gp | 20 lb. |
| Tinderbox | 5 sp | 1 lb. |
| Torch | 1 cp | 1 lb. |
| Vial | 1 gp | - |
| Waterskin | 2 sp | 5 lb. (full) |
| Whetstone | 1 cp | l lb. |
Weapons
Listings, values and weights for weapons
Simple Melee Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | |
| Dagger | 2 gp | 1d4 piercing | 1 lb. |
, , (range 20/60) |
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | |
| Handaxe | 5 gp | 1d6 slashing | 2 lb. |
, (range 20/60) |
| Javelin | 5 sp | 1d6 piercing | 2 lb. |
(range 30/120) |
| Hammer | 2 gp | 1d4 bludgeoning | 2 lb. |
, (range 20/60) |
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | — |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. |
(1d8) |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | |
| Spear | 1 gp | 1d6 piercing | 3 lb. |
(range 20/60), (1d8) |
Simple Ranged Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Crossbow, light |
25 gp | 1d8 piercing | 5 lb. |
(range 80/320), , |
| Dart | 5 cp | 1d4 piercing | 1/4 lb. |
, (range 20/60) |
| Shortbow | 25 gp | 1d6 piercing | 2 lb. |
(range 80/320), |
| Sling | 1 sp | 1d4 bludgeoning | — |
(range 30/120) |
Martial Melee Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. |
(1d10) |
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | — |
| Glaive | 20 gp | 1d10 slashing | 6 lb. |
, , |
| Greataxe | 30 gp | 1d12 slashing | 7 lb. |
, |
| Greatsword | 50 gp | 2d6 slashing | 6 lb. |
, |
| Halberd | 20 gp | 1d10 slashing | 6 lb. |
, , |
| Lance | 10 gp | 1d12 piercing | 6 lb. |
, |
| Longsword | 15 gp | 1d8 slashing | 3 lb. |
(1d10) |
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. |
, |
| Morningstar | 15 gp | 1d8 piercing | 4 lb. | — |
| Pike | 5 gp | 1d10 piercing | 18 lb. |
, , |
| Rapier | 25 gp | 1d8 piercing | 2 lb. | |
| Scimitar | 25 gp | 1d6 slashing | 3 lb. |
, |
| Shortsword | 10 gp | 1d6 piercing | 2 lb. |
, |
| Trident | 5 gp | 1d6 piercing | 4 lb. |
(range 20/60), (1d8) |
| War Pick | 5 gp | 1d8 piercing | 2 lb. | — |
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. |
(1d10) |
| Whip | 2 gp | 1d4 slashing | 3 lb. |
, |
Martial Ranged Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Blowgun | 10 gp | 1 piercing | 1 lb. |
(range 25/100), |
| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. |
(range 30/120), , |
| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. |
(range 100/400), , , |
| Longbow | 50 gp | 1d8 piercing | 2 lb. |
(range 150/600), , |
| Net | 1 gp | — | 3 lb. |
, (range 5/15) |
Abilities, Skills & DCs
Ability score value-to-modifier, ability score modifier calculator,
skills to ability score, suggested DC to difficulties
Attributes & Modifiers
| 1 | -5 |
| 2-3 | -4 |
| 4-5 | -3 |
| 6-7 | -2 |
| 8-9 | -1 |
| 10-11 | +0 |
| 12-13 | +1 |
| 14-15 | +2 |
| 16-17 | +3 |
| 18-19 | +4 |
| 20-21 | +5 |
| 22-23 | +6 |
0
Skills
| Strength | Athletics |
| Dexterity |
Athletics Acrobatics Sleight of Hand Stealth |
| Constitution | Consitution has no associated skills, but a Constitution check could apply for situations such as holding ones breath, going without sleep, laboring for hours without rest or surviving without food. |
| Intelligence |
Arcana History Investigation Nature Religion |
| Wisdom |
Animal Handling Insight Medicine Perception Survival |
| Charisma |
Deception Intimidation Performance Persuasion |
DCs
| Task Difficulty | DC |
|---|---|
| Very Easy | 5 |
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
Conditions
Listing of the conditions a creature can be affected by and their
effects
| Blinded |
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| Charmed |
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| Deafened |
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| Exhaustion |
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| Frightened |
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| Grappled |
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| Incapacitated |
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| Invisible |
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| Paralyzed |
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| Petrified |
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| Poisoned |
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| Prone |
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| Restrained |
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| Stunned |
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| Unconscious |
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Travel, Terrain & Landscape
Suggested DCs for tracking, travel times, weather effects and
random weather
Tracking DCs
Player makes a WIS (Survival) check to track a creature
| Ground Surface | DC |
|---|---|
| Soft (e.g snow, mud) | 10 |
| Dirt or Grass | 15 |
| Bare stone | 20 |
| Each day since track was left | +5 |
| Creature left a trail | -5 |
Travel Times
Party takes 10 hours to travel 24 miles a day (additional 8 hours for rest and 6 hours to make/break camp, prepare meals, forage, and hunt as time permits).
Difcult terrain halves your speed
| Pace | Distance / Hour | Distance / Day | Effects |
|---|---|---|---|
| Slow | 2 miles | 18 miles | Can use Stealth |
| Normal | 3 miles | 24 miles | - |
| Fast | 4 miles | 30 miles | -5 on Passive WIS (Perception) checks |
Weather Effects
| Weather | Effects |
|---|---|
| Extreme Cold | Each hour, creatures must pass a DC 10 CON saving throw, or gain 1 point of exhaustion. Creatures with cold resistance or those wearing specialist cold weather equipment (gloves, thick coat, etc.) auto succeed. |
| Extreme Heat | Each hour, creatures must pass a CON saving throw, or gain 1 point of exhaustion. DC starts at 5, and goes up by 5 for every hour of exposure to the extreme heat. Creatures wearing armour or thick clothing have disadvantage on the roll. Creatures with heat resistance auto succeed. |
| Strong Wind | Disadvantage on ranged weapon attacks and WIS (Perception) checks based on hearing. A strong wind also extinguishes open flames, disperses fog and makes flying via non-magical means extremely difficult. |
| Dust/Sand Storm | Often created via strong winds, a dust/sand storm causes disadvantage on ranged weapon attacks and WIS (Perception) checks based on sight. |
| Heavy Rain/Snow | Disadvantage on WIS (Perception) checks based on sight and hearing, and extinguishes open flames. |
Random Weather
| % Chance | Cold Climate | Moderate Climate | Hot Climate |
|---|---|---|---|
| 01-70 | Cold, calm | Normal for season | Hot, calm |
| 71-80 | Heat wave (01-30) or cold snap (31-100) |
Heat wave (01-50) or cold snap (51-100) |
Hot, windy |
| 81-90 | Precipitation (snow) | Precipitation (normal for season) | Hot, windy |
| 91-99 | Snowstorm | Thunderstorm, snowstorm | Duststorm |
| 100 | Blizzard | Windstorm, blizzard, hurricane, tornado | Downpour |
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