Combat
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Combat
Playing on a Grid
If you play using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid, using your Speed in 5-foot segments. You can translate your Speed into squares by dividing it by 5. For example, a Speed of 30 feet translates into 6 squares. If you use a grid often, consider writing your Speed in squares on your character sheet.
Entering a Square. To enter a square, you must have enough movement left to pay for entering. It costs 1 square of movement to enter an unoccupied square that’s adjacent to your space (orthogonally or diagonally adjacent). A square of Difficult Terrain costs 2 squares to enter. Other effects might make a square cost even more.
Corners. Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out. This page is unfinished!
The Order of Combat
Combat Step by Step
Initiative
Your Turn
Ending Combat
Movement and Position
Difficult Terrain
Breaking Up Your Move
Dropping Prone
Creature Size
Moving Around Other Creatures
Making an Attack
Unseen Attackers and Targets
When you make an attack roll against a target you can’t see, you have Disadvantage on the roll. This is true whether you’re guessing the target’s location or targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you miss. When a creature can’t see you, you have Advantage on attack rolls against it.
If you are hidden when you make an attack roll, you give away your location when the attack hits or misses.