Everyone rolls initiative (d20 + Dexterity modifier) and acts from highest to lowest. On your turn you can move up to your speed and take one action; you may also get a bonus action, and one reaction per round. A round is about 6 seconds.
1. Roll initiative
When combat starts, every participant rolls d20 + Dexterity modifier. The GM usually rolls once per group of identical monsters. Turns go from highest to lowest, and the order repeats each round.
Surprise: in the 2014 rules, a surprised creature can't move or act on its first turn. In the 2024 rules, surprised creatures instead roll initiative with disadvantage.
2. Your turn
On your turn you can:
- Move up to your speed, before, after or split around your action.
- Take one action: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object and so on.
- Take a bonus action, only if a feature or spell gives you one (like a rogue's Cunning Action or Healing Word).
- Interact with one object for free: draw a sword, open a door.
3. Reactions
You get one reaction per round, used even on others' turns: an opportunity attack when an enemy leaves your reach, or a spell like Shield. It refreshes at the start of your turn.
4. Attacking
Roll d20 + attack bonus against the target's Armor Class. On a hit, roll damage. A natural 20 is a critical hit. Conditions like prone or invisible grant advantage or disadvantage.
Keeping combat fast
- Plan ahead. Decide your move while others play.
- Roll attack and damage together. If it misses, ignore the damage.
- Save your common rolls. Rollune presets turn "Longsword 1d20+5" and "1d8+3" into single taps.
- Batch monster attacks. Roll five goblins' attacks at once with multi-rolls in the dice roller.
- Track initiative visibly on a whiteboard or cards.