How D&D Combat Works: A Clear Step-by-Step Guide

You know the scene: someone says “roll initiative,” the table goes loud, and you’re suddenly supposed to know what you’re allowed to do on your turn while the battle map looks like a traffic jam. Take a breath. Fifth edition combat is mostly a small loop, rounds, turns, and a handful of choices you make on repeat until the fight ends.

Here’s how that loop actually works, in the order you’ll feel it at the table.


Chibi adventurers in a combat scene,  rogue, fighter, and cleric

Rounds and turns (the frame everything hangs on)

Combat is sliced into rounds. Each round is about 6 seconds in the fiction, and in the rules, every creature in the fight gets one turn per round.

Turn order is initiative: at the start of combat, everyone rolls a d20 and adds Dexterity modifiers (plus any special bonuses). The DM lines people up high to low, and that order repeats every round until someone wins, runs, or surrenders.

The usual start-up sequence

  1. Figure out surprise (if any). Surprised creatures can’t move or take an action on their first turn of combat, and they can’t take a reaction until after that turn.
  2. Roll initiative. One d20 + Dexterity per creature (unless a rule gives a fixed value).
  3. Take turns in order. Highest initiative goes, then the next, until everyone has acted. That finishes the round.
  4. Start the next round at the top of the order and do it again.

If you want a tighter tour of initiative quirks, read Initiative in D&D 5e next.


What you actually spend on your turn

Think of your turn as a budget. Most turns you’re juggling movement, an action, and sometimes bonus actions or reactions, but only when a rule gives them to you.

Movement

You can move up to your speed (often 30 feet). You’re allowed to split movement around your action, slide forward, hit something, slide back, unless something says you can’t.

Action (the big decision)

Your action is your main “I do the thing” moment. Common picks:

ActionWhat it does
AttackMake one or more attacks as described by your features (for many people, one attack; Extra Attack adds more).
Cast a spellCast a spell with a casting time of 1 action.
DashGain extra movement equal to your speed for the turn.
DisengageYour movement doesn’t provoke opportunity attacks for the rest of the turn.
DodgeUntil the start of your next turn, attack rolls against you have disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you’re incapacitated or your speed drops to 0.
HelpGive an ally advantage on the next ability check for a task you help with, or on the first attack against a foe within 5 feet of you you distract.
HideMake a Dexterity (Stealth) check to try to hide; you must be lightly obscured or otherwise eligible as your DM describes.
ReadyHold an action until a clear perceivable trigger you declare; when it happens, you use your reaction to take the readied action.
SearchMake a check to find something (often Wisdom (Perception) or Intelligence (Investigation)).
Use an ObjectInteract with an object beyond the one free object interaction you already get on your turn (like drawing one weapon).

Bonus action

You only have a bonus action when something grants one, Cunning Action, certain spells, two-weapon fighting’s extra attack, and so on. If nothing says “as a bonus action,” you don’t have a bonus action waiting. For the full budget on one turn, read action economy explained.

Reaction

You get one reaction per round. It refreshes at the start of your turn.

The poster-child reaction is the opportunity attack: if a hostile creature you can see leaves your reach using its movement, action, or reaction, you can use your reaction to make one melee attack against it, unless something lets it leave safely (like Disengage).

That rule alone is why opportunity attacks and Dash / Disengage matter so much.


Attack rolls, AC, crits, and misses

When you attack, roll a d20 and add:

Meet or beat the target’s Armor Class (AC)? You hit. Roll damage as the weapon/spell says (usually dice + the same ability modifier you used for damage if the rules say so, don’t assume every attack adds the mod to damage without checking).


Hit points, dropping, and death saves

Damage subtracts from current HP. At 0 HP, you’re unconscious (player characters follow the dying rules, not instant “you’re a corpse” unless a rule says so).

Death saving throws (for a PC at 0 HP, at the start of your turns):

Other critical bits at 0 HP:


A few rules that show up every campaign

Armor Class is your passive “to-hit” threshold for attack rolls. How you calculate it depends on armor, Dexterity caps with medium armor, shields, special features, cover, and magic. If you want the full spreadsheet of your AC math, read how armor class works.

Concentration matters the instant someone casts bless, hex, web, or banishment: you can only concentrate on one spell at a time; damage forces Constitution saves to hold the spell (DC 10 or half the damage, whichever is higher). Casting another concentration spell ends the first.


Mistakes that quietly cost new players fights


If you only remember one paragraph

Combat is initiative order, repeated each round. On your turn you move, take an action, maybe a bonus action, and you keep a reaction in your pocket until it’s used and resets on your next turn. Attacks are d20 + mods vs AC; saves are d20 + mods vs DC. Everything else is options layered on that spine.

Go deeper: surprise, critical hits, ranged attacks, mounted combat, underwater fights.

The full combat rules, mounted combat, grappling, underwater fights, and the complete equipment tables, live in the Player’s Handbook.

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