Table of Contents
The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of f1ame blossoms from a wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in Dungeons and Dragons can be chaotic, deadly, and thrilling.
This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player, or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.
The Order of Combat
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about six seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
Combat Step by Step
- Determine surprise. The DM determines whether anyone involved in the combat encounter is surprised.
- Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the roam or other locations, The DM figures out where the adversaries are – how far away and in what direction.
- Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants turns.
- Take turns. Each participant in the battle takes a turn in initiative order.
- Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
Initiative
Each individual character will have their own initiative with any creatures they control acting immediately after them. Any opponents’ initiative will be broken up by type of creature or grouped into smaller units. This breaks up the actions of the characters and foes so that it is not just all the characters taking action, then the opponents, instead there is a spread of action throughout the initiative order.
It is always possible to lower your initiative during combat so that the character goes later, but never move it up the initiative except via specific skills or magic. This is different from a readied action which only prepares an action for a specific trigger.
Interacting with Objects Around You
Here are a few examples of the sorts of thing you can do in tandem with your movement and or action. Only one of these can be accomplished per round:
- Draw or sheathe a sword.
- Open or close a door.
- Pick up a dropped axe.
- Take a bauble from a table.
- Remove a ring from your finger.
- Stuff some food into your mouth
- Plant a banner in the ground.
- Fish a few coins from your belt pouch
- Drink all the ale in a flagon.
- Throw a lever or a switch.
- Pull a torch from a sconce.
- Take a book from a shelf you can reach.
- Extinguish a small flame.
- Don a mask
- Pull the hood of your cloak up and over your head.
- Put your ear to a door.
- Kick a small stone.
- Turn a key in a lock.
- Tap the floor with a 10-foot pole.
- Hand an item to another character.
Bonus Action Options
Besides the stated rules for Bonus Actions that are available to characters the following are also allowed:
- Drink a potion that was in your hand, pouch or on a belt.
Full Action Options
- Feed an unconscious person a potion.
- Withdraw a potion from your backpack.
Size Diagram

Creature Size
Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
Size Categories Table
Size | Space |
Tiny | 2½ feet by 2½ feet |
Small | 5 feet by 5 feet |
Medium | 5 feet by 5 feet |
Large | 10 feet by 10 feet |
Huge | 15 feet by 15 feet |
Gargantuan | 20 feet by 20 feet or larger |
Space
A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can’t get through unless the hobgoblin lets them.
A creature’s space also reflects the area it needs to tight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.
Because larger creatures take up more space, fewer of them can surround a creature. If five large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty medium creatures can surround a Gargantuan one.
Size Diagram (Squares vs Hexes)

Squeezing Into a Smaller Space
A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.
Playing on a Grid
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5.
For example:
A speed of 30 feel translates into a speed of 6 squares.
Entering a Square. To enter a square, you must have ai least 1 square of movement left, even if the square is diagonally adjacent to the square, you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play.
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left lo pay for entering it.
For example:
You must have at least 2 squares of movement left to enter a square of difficult terrain.
Corners. Diagonal movement cannot cross the comer of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid between two things – whether creatures or objects – start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Cover
To determine whether a target has cover against an attack or other effect on a grid, choose a corner of the attacker’s space or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover.
On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The target has half cover it up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still reach the target.
Flanking
A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated. A Large or larger creature is flanking if at least one square or hex of its space qualifies for flanking.
You cannot flank a creature more than two sizes larger than yourself. Some creatures are immune from flanking as well as some abilities might allow for that. Large creatures only need two opponents to be flanked, while Huge require at least three and Gargantuan four. These numbers are assuming those doing the flanking are smaller than the target creature. If all the creatures are the same size, then flanking always only requires two attackers to flank properly.
Flanking and Cover Diagram (Squares)

Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.
Flanking on Hexes. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy’s space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are two hexes between them. Against a Large creature, the allies flank if there are four hexes between them. Against a Huge creature, they must have five hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them.
Flanking and Cover Diagram (Hexes)

Opportunity Attacks
In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
For example:
You don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.
Facing
Combat is a dynamic set of actions. It is assumed that all creatures unless otherwise specified are moving around within their entire space as well as looking around attempting to be alert for danger. This means that there is not any specific facing for characters or creatures. Everyone is assumed to have full vision around them and able to see anything that would normally be visible.
Readied Action
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.
Examples include:
“If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must’ have a casting time of one action and holding onto the spell’s magic requires concentration (explained in chapter 10 of the Player’s Handbook). If your concentration is broken, the spell dissipates without taking effect.
For example:
If you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
A readied action will only last until your turn comes again, then a new readied action would have to be put into place.
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together.
For example:
If a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
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. A target has total cover if it is completely concealed by an obstacle.

Critical Hits and Misses
All critical hits and misses still follow the original 5e rules of rolling another set of the attacks damage dice. This includes rolling extra dice for abilities that are a part of the attack such as damage from sneak attack, hex, or the initial strike of green flame blade.
These tables simply contain a list of additional effects that take place on top of the existing critical roll rules. There are individual tables below for both weapon attacks and spell attacks because let’s be honest, there is a difference between missing with a bow and missing with a scorching ray.
Use the Critical Hit Tables below for all natural 20 rolls and the Critical Fumble Tables for any natural 1 roll.
Weapon Attacks: Critical Hits Table
Roll % | Description | Effect |
1 | You feel accomplished, but nothing remarkable happens. | Regular critical hit. |
2-5 | You feel it is imperative to press the advantage no matter the cost. | You can choose to gain advantage on all attacks against your target until the end of your next turn, but if you do, all enemies have advantage on their attack rolls against you until the end of your next turn. |
6-9 | You feel it is imperative to press the advantage but remain aware. | You can choose to gain advantage on all attacks against your target next turn, but your target will have the same against you until the end of your next turn. |
10-14 | You know how to gain advantage. | You gain advantage on all attacks on your target until the end of your next turn. |
15-19 | As you are fighting, you notice an effective route to escape danger. | You can use the disengage action after your attack. |
20-24 | You feel the flow of the battle and know where to make your next move. | After your turn you move to the top of the initiative order. |
25-29 | You begin to recognize patterns in your opponent’s fighting technique. | You gain +2 to your AC against your target, and advantage on all savings throws from effects originating from your target until your next turn. |
30-39 | You can move towards your target while attacking and can attempt to harass them. | After your attack you can choose to attempt to grapple your opponent if you have a free hand or attempt to shove your opponent if both hands are in use. |
40-49 | You can move towards your target while attacking to harass them. | After your attack you can choose to automatically succeed in grappling your opponent if you have a free hand or shove your target if both hands are in use. |
50-59 | You attempt to disarm your target. | You can take the disarm action after your attack. |
60-69 | You kick your target’s weapon out of their hands. | You can take the disarm action after your attack and steal your target’s weapon if you have a free hand. Otherwise, it’s knocked away 20 feet. |
70-74 | Your senses heighten and you become aware of threats around you. | You can use the dodge action after your attack. |
75-79 | Your attack knocks your target over. | Your target is knocked prone. |
80-84 | Your strike surprises your opponent. | Your target is surprised until the end of their next turn. |
85-89 | You strike with great force. | Roll an additional set of damage dice above and beyond your normal critical roll. |
90-94 | You strike with extreme force. | Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion. |
95-99 | You strike with debilitating force. | Roll an additional set of damage dice above and beyond your normal critical roll. The target suffers a permanent injury (chosen by DM). It can be healed with extended rest of a length determined by the DM but leaves a scar. |
100 | You strike with devastating force. | Roll an additional set of damage dice above and beyond your normal critical roll; the target suffers 1 unit of exhaustion and gets a permanent injury (chosen by DM). The permanent injury can be healed same as above (95-99). |
Weapon Attacks: Critical Fumbles Table
Roll % | Description | Effect |
1 | You are embarrassed, but nothing remarkable happens. | You miss your attack. |
2-5 | You lose your combat footing, exposing yourself to your target. | Your target has advantage on their first attack roll against you next round. |
6-9 | You lose your combat footing, exposing yourself to your enemies. | Your enemies have advantage on their first attack roll against you next round. |
10-14 | You lose your combat footing and have difficulty recovering. | Your enemies have advantage on their attack rolls against you until the end of your next turn. |
15-19 | Melee: You get tangled with your enemy and fall over. Ranged: You spill your quiver. | Melee: You are knocked prone, and your movement is reduced to 0. Your target must succeed a DC 10 dexterity check, or they are also knocked prone. Ranged: You must pick up arrows individually from the ground using your “environmental interaction”, or the “Use an Object” action to nock your bow. |
20-29 | You lose your balance. | You fall prone and your movement is reduced to 0. |
30-39 | As you attack your opponent you begin to fear that they are the superior combatant. | Disadvantage on your next attack roll against your target. |
40-49 | You miss an attack and gaze upon the chaos of the battle, causing your confidence to falter. | Disadvantage on your next attack roll against any target. |
50-59 | You lose your grip as you attack. | Roll a DC 10 Dexterity Check, on failure you drop your weapon at your feet. |
60-69 | Melee: The weapon slips from your hand as you attack. Ranged: Your ammo gets lodged in its container. | Melee: Roll a DC 10 DEX Check; on failure you throw your weapon into your enemy’s space. (DM’s choice on large+) Ranged: You must use an action to organize the ammunition in its case before you can make another ranged attack. |
70-79 | Melee: You lunge past your target, exposing yourself. Ranged: Your attack startles your allies near your target. | Melee: Enemy you were attacking can use their reaction to perform and attack of opportunity. Ranged: the target can perform an opportunity attack on any ally within melee range. |
80-84 | Missing what you thought was a critical blow causes you to panic. | End your current turn and you are surprised until the end of your next turn. |
85-89 | You attack wildly and lose track of the fight around you. | End your turn and move to the bottom of the initiative order at the start of the next round. |
90-94 | You lose your footing while attacking and fall to the ground bumping your head. | You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and are stunned for 1d4 rounds or until you receive damage from any source. On success take half damage and you remain conscious. |
95-99 | You lose your footing while attacking and fall headfirst. | You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and are stunned for 1d6 rounds or until you receive damage from any source. On success take half damage and you remain conscious. |
100 | You lose your footing while attacking and slam your head into the ground. | You fall prone, take 3d6 damage, and become stunned for 1d8 rounds or until you receive damage from any source. |
Spell Attacks: Critical Hits Table
Roll % | Description | Effect |
1 | You feel accomplished, but nothing remarkable happens. | Regular spell critical hit. |
2-5 | You feel it is imperative to press the advantage no matter the cost. | You can choose to gain advantage on your next attack roll against your target, but all enemies have advantage on their attack rolls against you until the end of your next turn. |
6-9 | You feel it is imperative to press the advantage but maintain awareness of your surroundings. | You can choose to gain advantage on your next attack roll against your target, your target has advantage on their attack rolls against you until the end of your next turn. |
10-14 | As you are fighting, you notice an effective route to escape danger. | You can use the disengage action after your attack. |
15-19 | You feel flow of the battle and know where to make your next move. | After your turn you move to the top of the initiative order. |
20-29 | Your spell cripples your opponent. | Your target’s movement speed is cut in half for their next 2 turns. |
30-39 | Your spell knocks your target over. | Your target is knocked prone. |
40-49 | The light from your spell flashes near your target’s eyes | Your target is blinded until the end of their next turn. |
50-59 | You blast the target’s weapon out of their hands. | Your target’s weapon is flung 1d6*5 feet away in a random direction. |
60-69 | The sight of your magic fills the target’s heart with fear. | Your target is frightened by you until you stop casting magic. You can discern the source of your target’s fear. |
70-74 | The force from your spell stuns your opponent. | Your target is incapacitated until the end of their next turn. |
75-79 | Your spell is incidentally infused with fey energy. | Roll 10d8. If your targets current health is lower than the number rolled, they fall asleep for 1 minute. |
80-84 | Your spells strike surprises your opponent. | Your target is surprised until the end of their next turn. |
85-89 | Your spell strikes with great force. | Roll an additional set of spell damage dice above and beyond your normal critical roll. |
90-94 | Your spell strikes with extreme force. | Roll an additional set of spell damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion. |
96-99 | Your spell strikes with debilitating force. | Roll an additional set of spell damage dice above and beyond your normal critical roll and the target suffers a permanent injury (chosen by DM). It can be healed with extended rest of a length determined by the DM but leaves a scar. |
100 | Your spell strikes with devastating force. | Roll an additional set of spell damage dice above and beyond your normal critical roll. The target suffers 1 unit of exhaustion and gets a permanent injury (chosen by DM). The permanent injury can be healed same as above (96-99). |
Spell Attacks: Critical Fumbles Table
Roll % | Description | Effect |
1 | You are embarrassed, but nothing remarkable happens. | You miss your attack. |
2-5 | You get wrapped up in your casting and forget to watch your target. | Your target has advantage on their first attack roll against you next round. |
6-9 | You get wrapped up in your casting and forget to watch around you. | All enemies have advantage on their first attack roll against you next round. |
10-14 | You are so wrapped up in your casting that you forget you are fighting a battle. | All enemies have advantage on their attack rolls against you until the end of your next turn. |
15-19 | Your spell creates a large plume of smoke obscuring your location. | The area in a 5-foot radius around your location becomes heavily obscured for 1 minute. A strong breeze can blow away the smoke in 1 round. |
20-29 | You misfire and get knocked over. | You are knocked prone. |
30-39 | The spell fires in an unexpected manner, causing your confidence in your abilities to falter. | You have disadvantage on any spell attacks, and enemies have advantage against your spell savings throws until the end of your next turn. |
40-49 | The placement of your spell startles your allies near your target, causing them to drop their guard. | Your target can use their reaction to take an attack of opportunity on one of your allies in melee range. |
50-59 | You scramble the contents of your component pouch, or your focus becomes overloaded with energy. | You are unable to perform material components to cast spells until the end of your next turn. |
60-69 | Your arm cramps as you cast. | You are unable to perform somatic components to cast spells until the end of your next turn. |
70-79 | You bite your tongue as you cast. | You are unable to use verbal components to cast spells until the end of your next turn. |
80-84 | Your spell misfires and dazes you, causing you to lose track of the fight. | End your turn and move to the bottom of the initiative order at the start of the next round. |
85-89 | You misfire and panic. | End your current turn and you are surprised until the end of your next turn. |
90-94 | Your spell backfires and causes you to fall and bump your head. | You fall prone. Roll a DC 10 Con save; on failure you take 1d6 bludgeoning damage and are stunned for 1d4 rounds or until you receive damage from any source. On success take half damage and you remain conscious. |
95-99 | Your spell backfires, creating an explosion and causing you to fall and bump your head. | You fall prone. Roll a DC 15 Con save; on failure you take 1d6 bludgeoning damage, 1d6 thunder damage, and are stunned for 1d6 rounds or until you receive damage from any source. On success take half damage and you remain conscious. |
100 | Your spell totally backfires, creating a large explosion and causing you to fall and bump your head. | You hit yourself with your spell. If the spell effect is instant, you take the full effect and if the spell requires concentration the effect persists until the end of your next turn. You also take damage same as above (95-99). |
Damage and Death
Dropping to 0 Hit Points
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
Instant Death
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds twice your hit point maximum.
For example:
A cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 30 damage from an attack, she is reduced to 0 hit points, but 24 damage remains. Because the remaining damage equals twice her hit point maximum, the cleric dies.
Falling Unconscious
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A in the Player’s Handbook). This unconsciousness ends if you regain any hit points.
Death Saving Throws
Whenever you start your tum with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success. you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains I hit point after Id4 hours.
Monsters and Death
Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.
Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.
Knocking a Creature Out
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.