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How Does DnD 5e Combat Work? (SIMPLE Explanation!!!)

How Does DnD 5e Combat Work? (SIMPLE Explanation!!!)

By Riley Rath 

Title image © YngvarAsplund

 

A lot of players wonder "how does dnd 5e combat work?" 

 

This post makes it as SIMPLE and straightforward as possible... explaining the steps, answering only the BASIC questions, and defining the ESSENTIAL key terms. 

 

Key Highlights 

 

  • A combat encounter is a specific type of encounter where player characters (YOU) fight monsters and bad guys (controlled by the Dungeon Master). 
  • There are certain key terms that can be confusing, such as "initiative," "saving throw," and "bonus action." 
  • Combat encounters in DnD 5e follow turns and a step by step process. 
  • Players can try to avoid fighting, and often combat encounters have goals other than "KILL." 

 

Table of Contents 

 

- Wait... How DOES DnD 5e Combat Work?

- What is a Combat Encounter?

- What to Expect as a Player

 

- Key Terms for Understanding Fights in DnD 5e

- "How Does DnD 5e Combat Work"... a Step-by-Step Guide

- Step 1: Rolling for Initiative

- Step 2: Preparing for Your Turn

- Step 3: Taking Your Turn

- Step 4: Reacting and Receiving Damage

 

- Frequently Asked Questions

- Summary: So How DOES DnD 5e Combat Work?!?!

 

Wait... How DOES DnD 5e Combat Work?

 

If you are reading this, you are almost certainly a new player. And that is great, glad to have you! 

 

You probably heard a bunch of DnD nerds talking about a combat encounter, using all sorts of weird terms like they were engineers or in a cult, and you might have thought to yourself, "That sounds complicated..."

 

And then, when they tried to EXPLAIN how it works, you might have gotten more confused than a jackrabbit in the middle of the ocean. The chaos of combat can be confusing! 

 

That's why this blog post exists: I want to have the SIMPLEST, EASIEST, most BASIC answer to "how does dnd 5e combat work?" out there. I want this to be the place where you START to learn about "fight scenes" in Dungeons & Dragons

 

Will this post be exhaustive? 

 

HELL NO. 

 

To make it exhaustive would make it overwhelming. I want to offer only the NECESSARY and ESSENTIAL answer to "how does dnd 5e combat work?" and nothing else. 

 

So this post will be a bit unorthodox for the topic, but it will get you started, and make that first handful of session a whole hell of a lot less confusing! 

 

How DOES Combat Work in DnD 5e? 

 

THE SIMPLEST ANSWER POSSIBLE: 

 

Players and bad guys take turns doing stuff until one side "wins" and the other side "loses." 

 

It's kinda like a Final Fantasy style RPG video game... going one after another until the conflict is resolved. That "stuff" can involve doing damage to a bad guy, helping another good guy, or finding a way to win apart from fighting... or just retreating, that works too sometimes! 

 

Repetition is good, so here's a more thorough definition: a combat encounter refers to a specific situation where players and their characters engage in battle against monsters, non-player characters (NPCs), or other opponents. 

 

While this can sometimes take place in the imagination... where the DM just describes the setting verbally and everyone imagines it in their "theater of the mind"... the vast majority of the time, the combat encounter will take place on a map of some kind with tokens or minis. This map can be a detail artistic creation online or crudely drawn on a rolled up white board with dry erase markers. So when a DM busts out a map with a grid on it, you know a combat is probably about to start. 

 

The Dungeon Master (DM) sets the stage for the combat encounter, describing the environment, the enemies, and any relevant details. Players then make decisions and roll dice to help determine if they can do what they want to do. 

 

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How Does DnD 5e Combat Work for PLAYERS

 

There are all sorts of technical rules for combat... and like I said before, I am trying not to go over every... single... one. Instead, I want to eeeease you in as a player, which means explaining what YOUR ROLE is as a player in a combat encounter. After all, you want to know "how does dnd 5e combat work" because you want to know how YOU can participate in it! 

 

The Dungeon Master (DM) will act as a narrator, describing the actions and reactions of all characters involved, while also managing the rules and mechanics of the game. Between all the monsters and all the players, they have A LOT to manage, so it is important that you know what you are responsible for. 

 

Here is what you need to be doing as a player in a combat encounter, listed in order of importance: 

 

  1. Know your character and what they can do.
  2. Pay attention.
  3. Tell the DM what you WANT to do.
  4. Ask clarifying questions.
  5. Describe what your success/failure looks like.

 

THAT IS IT. THAT IS ALL. WHEN YOU ASK "HOW DOES DND 5E COMBAT WORK?" AND WANT TO KNOW YOUR ROLE... JUST DO THOSE THINGS AND YOU WILL BE AN A+++++++ PLAYER! 

 

Now you might be thinking "That is easier said than done!" and yes, you are correct! 

 

This assumes that you have already gone through the process of character creation. Obviously, you cannot play if you have not chosen or created a character! But once you have, your #1 responsibility is knowing what your character can do. Your DM has too many things to focus on and cannot do it for you. 

 

And unfortunately, this is also the most difficult for a new player. It's already a bunch of new rules, so knowing the ins and outs of your character sheet is DAUNTING. But don't forget: everything you could ever want to know about your character is only a google search away (just put "dnd 5e" at the beginning or end of the search query)! The more blog posts, YouTube videos, and reading of the Player's Handbook you do before the session, the more fun it will be. 

 

I will elaborate on the other responsibilities when we explain a 5e combat encounter step by step. 

 

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Key Terms for Understanding Fights in DnD 5e

 

Ok, this LOOKS like a long list, but you do NOT have to memorize it!!! You will learn it as you go along. And these are incomplete definitions... but they are CLEAR. I am putting them here so that when I describe combat, I can keep it even more clear. You can always Google search each term and find out the exhaustive/additional rules associated with each! 

 

GENERAL TERMS: 

 

  • DM: The Dungeon Master, the person running the game.
  • Player: You, and anyone else at the table who is not the DM.
  • Character: The adventurer the players play as.
  • Party: The members of your group that you adventure with.

 

CHARACTER SHEET (learn how to fill one out here!

 

  • Ability Score: The (hopefully) double-digit number associated with one of the six 5e abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. 
  • Ability Modifier: The modifier you add when you perform attacks and skill checks associated with that ability. It is the smaller of the two numbers in the ability section.
  • Proficiency Modifier: A number that goes up as you level up... demonstrating your increased competence. Only add it to attacks and skills you are proficient in. 
  • Skill Check: When you are trying to perform a task, you roll a d20 and add the modifier next to the appropriate skill (athletics, investigation, etc.)
  • Armor Class (AC): How hard it is to hit you with an attack.
  • Class Features: Special bonuses and abilities your particular character is able to do.

 

ACTION

 

  • Attack Action: You use violence against an enemy.
  • Help Action: You use your action to give advantage to an ally.
  • Advantage: You get to roll twice and take the higher result.
  • Disadvantage: You get to roll twice and take the lower result.
  • Disengage: A type of action where you safely get away from someone you are fighting with in close quarters.
  • Dodge: A type of action where you make it harder for someone to hit you with a melee attack.
  • Hide: An action where you make it hard for someone to see you. 
  • Dash: An action where instead of doing something, you run really fast.
  • Reaction: A special type of action where you react to something someone does to you (like Counterspell...)
  • Bonus Action: Shorter, simpler actions that don't take as much time.
  • Ready Action: When instead of doing something, you wait for someone else to do something and react to it. 

 

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ATTACKS

 

  • Weapon Attacks: When you attack someone with something that isn't magic.
  • Melee Attack: When you run up to someone, get real close, and attack them with a weapon. 
  • Ranged Attack: When you stay far away from someone and attack them with a weapon. 
  • Opportunity Attack: When you are "crossing swords" with someone and they do not take the disengage action, then you get to attack them again.
  • Critical Hit: When you roll a 20 when making an attack.
  • Critical Failure: When you roll a 1 when making an attack. 

 

MOVEMENT

 

  • Speed: How many feet of movement you can go in a round.
  • Difficult Terrain: Ground that is hard to run on, so you move at 1/2 speed. 
  • Prone Position: Your character is on their belly or back, and will spend 1/2 their speed standing up.

 

SPELLS

 

  • Spell Attack: A spell you cast to do damage where YOU roll the die.
  • Spell Saving Throw: A spell you cast where the spell happens automatically and the target rolls to see if they avoid it.
  • Spell Save DC: The number that a spell saving throw needs to match or beat.
  • Concentration: Some spells require you to focus, and you can only cast one at a time.
  • Concentration Save: If you are concentrating on a spell and you get hit with an attack, you need to roll to avoid losing concentration.
  • Magic Items: Things that do arcane spell stuff (we created some... read about them here!)

 

HEALTH

 

  • Hit Points: How much health you have. Once it falls to zero, you go unconscious. 
  • Death Saving Throws: Roll these every time you go unconscious, once per round. If you roll three negatives, you die. 
  • Hit Die: Ways to regain health during a short rest.
  • Short Rest: A quick break to catch your breath.
  • Long Rest: A long break to get back all your abilities and heath. 

 

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How DnD Combat Works... a Step-by-Step Guide

 

If you skipped to this section, no worries, just be sure to refer to the above section if you come across a term that doesn't make any sense. Let's take a step-by-step look at how a typical combat encounter unfolds in DnD 5e. Before we do, let's refresh on the 5e basic responsibilities of players: 

 

  1. Know your character and what they can do
  2. Paying attention
  3. Tell the DM what you WANT to do
  4. Ask clarifying questions
  5. Describe what your success/failure looks like

 

Step 1 to "How Does DnD 5e Combat Work?": Rolling for Initiative

 

First thing's first... you need to establish the order of turns, and this is known as "rolling for initiative." 

 

The combat encounter begins with everyone A) rolling a 20-sided die and 2) adding their Dexterity Ability Modifier to the result. This is your initiative roll. Everyone will read their results aloud, and whoever is in charge of keeping track of initiative will write them down, with the highest result going first and the lowest result going last. 

 

A "round of combat" is when everyone takes their turn, one after another, until everyone has gone. If the combat has not been resolved (kill bad guys, escape, negotiate, etc.), then a new round begins immediately. 

 

Everyone gets a turn, and when everyone has taken their turn, that round of combat has ended. 

 

If the combat starts with an ambush of some kind (one of the MANY types of battles you may face... read about more here), then the group that is ambushing gets a "surprise round," where they ALONE get to take their turns, and when it starts back at the top. 

 

According to the rules, the turn order never changes for any reason. However, the DM may have this or that character jump ahead if it makes narrative or cinematic sense, because "rule of cool" is a real thing... if something is cool, a lot of tables will just allow it! 

 

Step 2 to "How Does DnD 5e Combat Work?": Preparing for Your Turn = PAY ATTENTION 

 

So now everyone is starting to take their turns, and you are sitting there with nothing to do... right? 

 

WROOOOOOONG!!!!

 

Wrong answer :) 

 

There is LOTS that you can be doing while you wait for it to be your turn! 

 

Look back up at those player responsibilities #1 and #2... THAT IS WHAT YOU ARE DOING. Let's start with the simplest... PAY ATTENTION TO WHAT IS GOING ON. 

 

First of all, part of the fun of playing is knowing everyone is paying attention to what your character does. And what makes tabletop role-playing games so enchanting is how everyone is telling a story together. To not pay attention is to miss out! 

 

When you pay attention, you have the CONTEXT to prepare for your turn. 

 

And on the flip side, nothing is more ANNOYING than a player on their phone when it is not their turn, and then when their turn comes around they put their phone away and say "ok... so... what happened?" and everyone has to explain the whole combat. No bueno... don't do that. 

 

If you are paying attention, then you know how much damage people took, what the bad guys are doing, and what has worked/hasn't worked... and you can appropriately look at all your character abilities and describe what is the best action. 

 

And like we said before: your #1 job as a player is to know what your character can do. So if the encounter is moving slow, feel free to review or look up information on your spells and abilities!

 

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Step 3 to "How Does DnD 5e Combat Work?": Taking Your Turn

 

Step 3a: "The Action Economy" 

 

Now we get to your turn, and before I go over that part, I want to review a few of the key terms I mentioned in the section above: movement, actions, bonus actions, and reactions. These are known as your "Action Economy" because they are what you are able to produce during your turn: 

 

  • You can take ONE (1) action (attack, cast spell, dash, dodge, disengage, help, hide, skill check)
  • You can take ONE (1) bonus action
  • You can MAYBE take ONE (1) reaction
  • You can move UP TO your movement speed (probably 30ft)
  • You can SAY SOMETHING out loud

 

In other words... you can do A) one complex thing, B) one simple thing, C) talk, AND D) move during your turn. 

 

All the definitions of those terms are above. Concerning movement, during your turn, and at any point, you can move a combined total of 30ft. That means you can move, attack, and move again so long as you do not move more than 30ft. 

 

Step 3b: Taking Your Turn and Rolling 

 

Ok, it is now YOUR turn, and you have to decide WHAT your character will do during their turn. 

 

Before you decide to do anything... remember player responsibility #4: "ask clarifying questions." If you do not understand what is happening, or if you are not sure you can do something, just ask! No harm in asking questions in tabletop role-playing games... in fact, it is often the BEST thing you can do as a player (find out why by following this link...)

 

But assuming you know what you CAN do (because you #1 "know your character") and you know the best options (because #2 you were "paying attention"), now you do #3... tell the Dungeon Master what you would LIKE to attempt to do. 

 

Emphasis on "attempt"... because it is not you who determines whether or not you succeed! Once you have stated what you would like to do, the DM will tell you A) what you roll and B) what you add to that roll: 

 

  • If you are making a weapon or spell attack roll, you roll a d20, add the appropriate ability score modifier, and add your proficiency bonus. 
    • (Which ability score? 99% of the time, it will be your HIGHEST ability score that you do most your attacks with, so just look at your ability scores, find the highest, and add that "+" to your roll). 
  • If you are using a spell that forces a save, then you provide the DM with your spell save DC, which is 8 + your ability score modifier + your proficiency bonus. 
  • If you are attempting a skill check, then you roll a d20 and add the modifier next to the skill (left hand column of your character sheet).

 

How to Calculate an Attack Bonus in D&D 5e (With Examples)
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Step 3c: Describe What Happens 

 

Once you roll and add your modifiers, the Dungeon Master tells you whether you succeed or not. If you succeed an attack or damage dealing spell, then you will also need to roll damage: 

 

  • If you make a weapon attack, you roll the damage die associated with that weapon (ex: longbow = 1d8) and you add the same ability score modifier that you made the attack with (ex: if you have a Dexterity score of 18, then you roll 1d8 +4, and that is the amount of damage you did with that attack).
  • If you cast a spell, the spell description will say how many damage dice you roll... you do not add anything to the roll. 

 

Now, some tables have the DM basically narrate every single thing... which I HATE as a player. Part of what makes tabletop role-playing games so fun is that you can do ANYTHING you want... you have the agency! 

 

So I suggest all players be responsible for narrating WHY/HOW their character succeeds/fails in their attempted action. Once you know you have hit, and once you know how much damage you do, DESCRIBE IT. Illustrate it for everyone else at the table! Share with us exactly how you imagine it... tell the story! 

 

Anyways, once you have asked questions, chosen what to do, told the DM, rolled the dice, and described how you fail/succeed, your turn ends, and it is the next player's turn. 

 

Step 4 to "How Does DnD 5e Combat Work?": Reacting and Receiving Damage

 

So what happens until the start of your next turn? Do you just wait around? 

 

Nope! Because the enemies can also take actions against YOU. The means you might take some damage or fall under a spell! Here are the three things that can happen to you when it is NOT your turn: 

 

1) When an enemy attacks you, the DM will often ask you: "What's your AC?" They are referring to your Armor Class. If the enemy hits you, the DM will tell you to reduce your hit points (HP) by whatever amount they roll. 

 

2) Sometimes when someone casts a spell, they do not roll for attack. Instead, the spell happens automatically, forcing enemies to roll a saving throw. When an enemy does this, the DM will ask you to roll a saving throw for a certain ability. When that happens, you roll a d20 and add the modifier for saving throws (top left hand corner of the standard character sheet)

 

Pssst! This is why taking the dodge action as your one and only can be a good idea... anyone attacking you rolls at disadvantage, and you have advantage on all dexterity saving throws! 

 

3) But what if you are fighting an enemy, and on their turn they leave your space? Goods news: you get an "attack of opportunity"! Simply put: attacks of opportunity allow you to do extra damage in a round... another great reason to pay attention when it's not your turn. 

 

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"How Does DnD 5e Combat Work?" FAQ

 

What Resources Will Help Me as a Player? 

 

OMG, so many. Here are my opinions of the essentials: 

 

 

What Happens if My Character Has 0 Hit Points?

 

Then your character falls unconscious and they begin making death saving throws. You roll a d20 and if you get a 10 or lower, you fail a death save. 11 or higher and you succeed. A roll of 20 counts as two successes and a 1 counts as two failures. 

 

If you are revived by an ally, your successes reset, but your failures do not. If you fail 3 saving throws, then your character dies. 

 

Can I Avoid Combat Entirely in DnD 5e?

 

Absolutely! Many combat encounters can be avoided by diplomatic player characters that want to negotiate with an enemy. Other sneaky players will want to turn a potential blood bath into a stealth encounter (check out our guide to stealth encounters here!). 

 

How Do Healing Spells and Potions Work in Combat? 

 

Healing spells and potions can be used during combat to restore hit points and keep characters in the fight. Healing spells typically have a casting time of 1 action and restore a specific number of hit points based on the spell's description. If your character has special abilities that let them heal, the class will explain what kind of action it requires. Potions can be consumed as a bonus action or an action, depending on the DM's ruling. 

 

Is All Damage the Same? 

 

No. There are different kinds of weapon damage (piercing, slashing, and bludgeoning) and spells are different as well. And some creatures may have resistance to fire damage (they take 1/2 damage) while others will be vulnerable to it (they take max damage)

 

What Weapons Can I Use? 

 

Your character's race, character class, and subclass will determine what kinds of weapons they are "proficient" in using (proficient is a fancy way for saying "able to use")

 

Page 149 of the PHB has different weapons you can use, and this link has all sorts of homebrew weapon options. But ultimately, if you are proficient, you can use ANY weapon in existance that the Dungeon Master allows. DnD 5e weapon rules are very simple, so just give an appropriate damage die to each. 

 

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Summary: How Combat Works in DnD 5e

 

I have intentionally made this "how does dnd 5e combat work" guide SUPER different from the rest of the ones on the internet. Rather than explaining every single key term and detail ad nauseum, I have instead explained how it works from the perspective of the player. Heck, for all I know, the best section is just the "key terms," for once written in plain English! 

 

That said, I spent a lot of time teaching new players how to remain ENGAGED with a combat encounter. I... and every good Dungeon Master out there... don't just care that you know the rules to combat encounters... we want you to know how to PLAY THEM. 

 

Because, ultimately, the rules are "negotiable options"... suggestions by WOTC. The answer to "how does dnd 5e combat work?"... how it is uniquely fun and exciting, unlike anything else... is up to you. It only works when players are really playing it, allowing it to become both strategic game and thrilling adventure. 

 

By Riley Rath - Freelance DnD Copywriter

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