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0. Order of Combat in Dungeons & Dragons 5e

0. Order of Combat

Verson 8.2. The following is a list of things you can do during a round of combat. All homebrew actions are underlined, All modified actions have a star.
Definitions:

  • Round. Each round lasts 6 seconds, starting at Initiative count 30 and ending at Initiative count 1.
  • Movement. A creature can move a number of feet per round equal to its speed once per turn.
  • Long Action. A Long action costs 1 Action and 1 Bonus Action.
  • Action. 1 per turn. Actions can also be used to perform any bonus action or free action.
  • Bonus Action. 1 per turn. Bonus actions can also be used to perform any free action.
  • Reaction. 1 per round, can't be taken on the creature's own turn.
  • Free Action. 6 per round. can be taken at any time.

 


Long ActionEffect
Plunging AttackMelee attack towards a target that is below you. See Deem Leem's Misc Rules.
RetrievalGet a medium or larger object from your bag.
Flee2x move speed, advantage on saves, and attacking creatures have disadvantage.
Flee can only be used to run away from a fight.
Action
AttackRoll to hit, add Ability mod and prof. On a hit, roll dmg, add Ability mod.
CastCast a Spell with a casting time of 1 action.
DashDouble your movement speed(after modifiers) until the end of your turn.
DodgeUntil the start of your next turn, gain advantage on Dex saves and attacking creatures have disadvantage.
HelpAny creature you aid gains advantage on the next ability check/Attack it makes.
HideYour stealth roll will be checked against the (passive) perception of nearby creatures.
LoadFully load a crossbow or firearm.
SearchMake a Perception or Investigation Check
Weapon ArtPseudo attack used by Soulcraft Weapons.
Bonus Action
BashShield Slam.
PotionDrink a potion.
Quick SpellCast a spell with a casting time of 1 bonus action.
Quick LoadLoad 1 piece of ammunition into a weapon with a loading score above 1.
Offhand AttackMake an offhand weapon attack.
Reaction
SpellCast a Spell with a casting time of 1 reaction.
*ParryIncrease your AC for incoming attack you can see. A successful parry will trigger an opportunity attack.
Opportunity attackPreform an attack on a fleeing or passing creature.
Free action
Switch GearDraw and/or stow a weapon.
Use ObjectPush a button, pull an easy lever, or drop a brick. Something like that.
*DisengageUse half your total movement to become immune to Opportunity attacks.
*OtherAnything that says it doesn't require an action.

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