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	<id>https://wiki.rlyehable.com/index.php?action=history&amp;feed=atom&amp;title=5e24%3ACombat</id>
	<title>5e24:Combat - Revision history</title>
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	<updated>2026-08-06T10:30:04Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.rlyehable.com/index.php?title=5e24:Combat&amp;diff=24436&amp;oldid=prev</id>
		<title>Rlyehable at 14:46, 25 March 2026</title>
		<link rel="alternate" type="text/html" href="https://wiki.rlyehable.com/index.php?title=5e24:Combat&amp;diff=24436&amp;oldid=prev"/>
		<updated>2026-03-25T14:46:19Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:46, 25 March 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l39&quot;&gt;Line 39:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 39:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Doing Nothing on Your Turn.&amp;#039;&amp;#039;&amp;#039; You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do, consider taking the defensive {{5e24|Dodge}} action or the {{5e24|Ready}} action to delay acting.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Doing Nothing on Your Turn.&amp;#039;&amp;#039;&amp;#039; You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do, consider taking the defensive {{5e24|Dodge}} action or the {{5e24|Ready}} action to delay acting.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;div style=&quot;display:block; border:solid 1px &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;goldenrod&lt;/del&gt;; border-radius:0.5em; padding:0.5em; margin:0.5em; background:azure; font-size:9pt;&quot;&amp;gt;  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;div style=&quot;display:block; border:solid 1px &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gainsboro&lt;/ins&gt;; border-radius:0.5em; padding:0.5em; margin:0.5em; background:azure; font-size:9pt;&quot;&amp;gt;  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Playing on a Grid====  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Playing on a Grid====  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;ref name=&amp;quot;srd52.13&amp;quot; /&amp;gt; If you play using a square grid and miniatures or other tokens, follow these rules.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;ref name=&amp;quot;srd52.13&amp;quot; /&amp;gt; If you play using a square grid and miniatures or other tokens, follow these rules.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Rlyehable</name></author>
	</entry>
	<entry>
		<id>https://wiki.rlyehable.com/index.php?title=5e24:Combat&amp;diff=24434&amp;oldid=prev</id>
		<title>Rlyehable: Created page with &quot;&lt;div class=&quot;grid-container-std&quot;&gt; &lt;div class=&quot;bctop&quot;&gt;{{backto|{{5e24|SRD 5.2}}}}&lt;/div&gt; &lt;div class=&quot;notice&quot;&gt;&lt;/div&gt; &lt;div class=&quot;badge&quot;&gt;{{5e24srd}}&lt;/div&gt; &lt;div class=&quot;gi-main&quot;&gt;{{tocright}} ==Combat==  &lt;ref name=&quot;srd52.13&quot;&gt;{{pub|SRD 5.2}} p.13&lt;/ref&gt; Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out.   ===The Order of Combat===  &lt;ref name=&quot;srd52.13&quot; /&gt; A typical combat encounter is a clash between two sides: a flurry...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.rlyehable.com/index.php?title=5e24:Combat&amp;diff=24434&amp;oldid=prev"/>
		<updated>2026-03-25T14:41:41Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;div class=&amp;quot;grid-container-std&amp;quot;&amp;gt; &amp;lt;div class=&amp;quot;bctop&amp;quot;&amp;gt;{{backto|{{5e24|SRD 5.2}}}}&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;notice&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;badge&amp;quot;&amp;gt;{{5e24srd}}&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;gi-main&amp;quot;&amp;gt;{{tocright}} ==Combat==  &amp;lt;ref name=&amp;quot;srd52.13&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.13&amp;lt;/ref&amp;gt; Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out.   ===The Order of Combat===  &amp;lt;ref name=&amp;quot;srd52.13&amp;quot; /&amp;gt; A typical combat encounter is a clash between two sides: a flurry...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;grid-container-std&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;bctop&amp;quot;&amp;gt;{{backto|{{5e24|SRD 5.2}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;notice&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;badge&amp;quot;&amp;gt;{{5e24srd}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;gi-main&amp;quot;&amp;gt;{{tocright}}&lt;br /&gt;
==Combat== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.13&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.13&amp;lt;/ref&amp;gt; Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out. &lt;br /&gt;
&lt;br /&gt;
===The Order of Combat=== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.13&amp;quot; /&amp;gt; A typical combat encounter is a clash between two sides: a flurry of {{5e24lc|Weapon}} swings, feints, parries, footwork, and {{5e24lc|Spellcasting}}. The game organizes combat into a cycle of {{5e24lc|Round}}s and {{5e24lc|Turn}}s. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls {{5e24|Initiative}}. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated. &lt;br /&gt;
&lt;br /&gt;
====Combat Step by Step==== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.13&amp;quot; /&amp;gt; Combat unfolds in these steps: &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1: Establish Positions.&amp;#039;&amp;#039;&amp;#039; The {{5e24|Game Master}} determines where all the characters and monsters are located. Given the adventurers’ {{iplink|Marching Order}} or their stated positions in the room or other location, the {{5e24|GM}} figures out where the adversaries are — how far away and in what direction. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2: Roll Initiative.&amp;#039;&amp;#039;&amp;#039; Everyone involved in the combat encounter rolls {{5e24|Initiative}}, determining the order of combatants’ {{5e24|turn}}s. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3: Take Turns.&amp;#039;&amp;#039;&amp;#039; Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops. &lt;br /&gt;
&lt;br /&gt;
====Initiative==== &lt;br /&gt;
{{5e24:Combat/Initiative}}&lt;br /&gt;
&lt;br /&gt;
====Your Turn==== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.13.14&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.13-14&amp;lt;/ref&amp;gt; On your {{5e24lc|Turn}}, you can {{5e24lc|Move}} a distance up to your {{5e24|Speed}} and take one {{5e24lc|Action}}. You decide whether to move first or take your action first. &lt;br /&gt;
&lt;br /&gt;
The main actions you can take are listed in “{{5e24|Action}}s”&amp;lt;!-- earlier in “Playing the Game.”--&amp;gt;. A {{5e24lc|Character}}’s features and a monster’s {{5e24lc|Stat Block}} also provide action options. “{{iplink|Movement and Position}}”&amp;lt;!-- later in “Playing the Game”--&amp;gt; gives the rules for {{5e24lc|Movement}}. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{anchor|Communicating}}&amp;#039;&amp;#039;&amp;#039;. You can communicate however you are able — through brief utterances and gestures — as you take your turn. Doing so uses neither your action nor your move. &lt;br /&gt;
&lt;br /&gt;
Extended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The {{5e24|Influence}} action is the main way you try to influence a monster. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Interacting with Things.&amp;#039;&amp;#039;&amp;#039; You can interact with one {{5e24lc|Object}} or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe. &lt;br /&gt;
&lt;br /&gt;
If you want to interact with a second object, you need to take the {{5e24|Utilize}} action. Some {{5e24lc|Magic Item}}s and other special objects always require an action to use, as stated in their descriptions.&lt;br /&gt;
&lt;br /&gt;
The {{5e24|GM}} might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM might require you to take the Utilize action to open a stuck door or turn a crank to lower a drawbridge.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Doing Nothing on Your Turn.&amp;#039;&amp;#039;&amp;#039; You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do, consider taking the defensive {{5e24|Dodge}} action or the {{5e24|Ready}} action to delay acting. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; border:solid 1px goldenrod; border-radius:0.5em; padding:0.5em; margin:0.5em; background:azure; font-size:9pt;&amp;quot;&amp;gt; &lt;br /&gt;
====Playing on a Grid==== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.13&amp;quot; /&amp;gt; If you play using a square grid and miniatures or other tokens, follow these rules. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squares.&amp;#039;&amp;#039;&amp;#039; Each square represents 5 feet. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Rather than moving foot by foot, move square by square on the grid, using your {{5e24|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 {{5e24lc|Character Sheet}}. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Entering a Square.&amp;#039;&amp;#039;&amp;#039; To enter a square, you must have enough {{5e24lc|Movement}} left to pay for entering. It costs 1 square of movement to enter an {{5e24|Unoccupied Space|unoccupied square}} that’s adjacent to your space (orthogonally or diagonally adjacent). A square of {{5e24|Difficult Terrain}} costs 2 squares to enter. Other effects might make a square cost even more. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Corners.&amp;#039;&amp;#039;&amp;#039; Diagonal movement can’t cross the corner of a wall, a large tree, or another terrain feature that fills its space.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranges.&amp;#039;&amp;#039;&amp;#039; To determine the {{5e24lc|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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ending Combat==== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.14&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.14&amp;lt;/ref&amp;gt; Combat ends when one side or the other is defeated, which can mean the {{5e24lc|Creature}}s are {{5e24|Death|killed}} or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.&lt;br /&gt;
&lt;br /&gt;
===Movement and Position===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.14&amp;quot; /&amp;gt; On your {{5e24lc|Turn}}, you can {{5e24lc|Move}} a distance equal to your {{5e24|Speed}} or less. Or you can decide not to move. &lt;br /&gt;
&lt;br /&gt;
Your movement can include {{5e24lc|Climbing}}, {{5e24lc|Crawling}}, {{5e24lc|Jumping}}, and {{5e24lc|Swimming}}&amp;lt;!-- (each explained in “Rules Glossary”)--&amp;gt;. These different modes of movement can be combined with your regular movement, or they can constitute your entire move. &lt;br /&gt;
&lt;br /&gt;
However you’re moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first. &lt;br /&gt;
&lt;br /&gt;
A character’s Speed is determined during character creation. A {{5e24lc|Monster}}’s Speed is noted in the monster’s stat block.&amp;lt;!-- See “Rules Glossary” for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed.--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Difficult Terrain====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.14&amp;quot; /&amp;gt; Combatants are often slowed down by {{5e24|Difficult Terrain}}. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of Difficult Terrain. &lt;br /&gt;
&lt;br /&gt;
Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain. &lt;br /&gt;
&lt;br /&gt;
====Breaking Up Your Move====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.14&amp;quot; /&amp;gt; You can break up your move, using some of its movement before and after any action, {{5e24|Bonus Action}}, or {{5e24|Reaction}} you take on the same {{5e24lc|Turn}}. For example, if you have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet. &lt;br /&gt;
&lt;br /&gt;
====Dropping Prone====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.14&amp;quot; /&amp;gt; On your turn, you can give yourself the {{5e24|Prone}} condition&amp;lt;!-- (see “Rules Glossary”)--&amp;gt; without using an action or any of your Speed, but you can’t do so if your Speed is 0. &lt;br /&gt;
&lt;br /&gt;
====Creature Size==== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.14&amp;quot; /&amp;gt; A creature belongs to a {{5e24lc|Size}} category, which determines the width of the square space the creature occupies on a map, as shown on the {{anchor|Creature Size and Space}} table. That table lists the sizes from smallest (Tiny) to largest (Gargantuan). A creature’s space is the area that it effectively controls in combat and the area it needs to fight effectively. &lt;br /&gt;
&lt;br /&gt;
A character’s size is determined by {{5e24lc|Species}}, and a {{5e24lc|Monster}}’s size is specified in the monster’s {{5e24lc|Stat Block}}. &lt;br /&gt;
{| class=&amp;quot;zebra small&amp;quot; style=&amp;quot;border:solid 1px gainsboro; border-radius:0.5em;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{anchor|Creature Size and Space}} &amp;lt;span style=&amp;quot;display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;ref name=&amp;quot;srd52.14&amp;quot; /&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Size &lt;br /&gt;
!Space (Feet) &lt;br /&gt;
!Space (Squares) &lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Tiny}} &lt;br /&gt;
|2½ by 2½ feet &lt;br /&gt;
|4 per square &lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Small}} &lt;br /&gt;
|5 by 5 feet &lt;br /&gt;
|1 square &lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Medium}} &lt;br /&gt;
|5 by 5 feet &lt;br /&gt;
|1 square &lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Large}} &lt;br /&gt;
|10 by 10 feet &lt;br /&gt;
|4 squares (2 by 2) &lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Huge}} &lt;br /&gt;
|15 by 15 feet &lt;br /&gt;
|9 squares (3 by 3) &lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Gargantuan}} &lt;br /&gt;
|20 by 20 feet &lt;br /&gt;
|16 squares (4 by 4) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Moving around Other Creatures==== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.14&amp;quot; /&amp;gt; During your {{5e24lc|Move}}, you can pass through the space of an {{5e24lc|Ally}}, a {{5e24lc|Creature}} that has the {{5e24|Incapacitated}} condition&amp;lt;!-- (see “Rules Glossary”)--&amp;gt;, a {{5e24|Tiny}} creature, or a creature that is two {{5e24lc|Size}}s larger or smaller than you. &lt;br /&gt;
&lt;br /&gt;
Another creature’s space is {{5e24|Difficult Terrain}} for you unless that creature is Tiny or your ally. &lt;br /&gt;
&lt;br /&gt;
You can’t willingly end a move in a space occupied by another creature. If you somehow end a turn in a space with another creature, you have the {{5e24|Prone}} condition&amp;lt;!-- (see “Rules Glossary”)--&amp;gt; unless you are Tiny or are of a larger size than the other creature. &lt;br /&gt;
&lt;br /&gt;
===Making an Attack=== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.14.15&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.14-15&amp;lt;/ref&amp;gt; When you take the {{5e24|Attack}} action, you make an attack. Some other actions, {{5e24|Bonus Action}}s, and {{5e24|Reaction}}s also let you make an attack. Whether you strike with a {{5e24|Melee}} {{5e24lc|Weapon}}, fire a {{5e24|Ranged}} weapon, or make an {{5e24lc|Attack Roll}} as part of a {{5e24lc|Spell}}, an attack has the following structure: &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1: Choose a Target.&amp;#039;&amp;#039;&amp;#039; Pick a {{5e24lc|Target}} within your attack’s range: a {{5e24lc|Creature}}, an {{5e24lc|Object}}, or a location. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2: Determine Modifiers.&amp;#039;&amp;#039;&amp;#039; The {{5e24|GM}} determines whether the target has {{5e24|Cover}}&amp;lt;!-- (see the next section)--&amp;gt; and whether you have {{5e24|Advantage}} or {{5e24|Disadvantage}} against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3: Resolve the Attack.&amp;#039;&amp;#039;&amp;#039; Make the attack roll&amp;lt;!--, as detailed earlier in “Playing the Game.”--&amp;gt;. On a hit, you roll {{5e24lc|Damage}} unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; border:solid 1px gainsboro; border-radius:0.5em; background:azure; margin:0.5em; padding:0.5em; font-size:9pt;&amp;quot;&amp;gt;&lt;br /&gt;
====Unseen Attackers and Targets==== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.14&amp;quot; /&amp;gt; When you make an {{5e24lc|Attack Roll}} against a {{5e24lc|Target}} you can’t see, you have {{5e24|Disadvantage}} on the roll. This is true whether you’re guessing the target’s location or targeting a {{5e24lc|Creature}} you can hear but not see. If the target isn’t in the location you targeted, you miss. &lt;br /&gt;
&lt;br /&gt;
When a creature can’t see you, you have {{5e24|Advantage}} on attack rolls against it. &lt;br /&gt;
&lt;br /&gt;
If you are {{5e24lc|Hidden}} when you make an attack roll, you give away your location when the attack hits or misses.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cover===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.15&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.15&amp;lt;/ref&amp;gt; Walls, trees, {{5e24lc|Creature}}s, and other obstacles can provide {{5e24lc|Cover}}, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a different benefit to a target. &lt;br /&gt;
&lt;br /&gt;
A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the target has Three-Quarters Cover. &lt;br /&gt;
{| class=&amp;quot;zebra small&amp;quot; style=&amp;quot;border:solid 1px gainsboro; border-radius:0.5em;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Cover &amp;lt;span style=&amp;quot;display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;ref name=&amp;quot;srd52.15&amp;quot; /&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Degree &lt;br /&gt;
!Benefit to Target &lt;br /&gt;
!Offered By … &lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Half Cover|Half}}&lt;br /&gt;
| +2 bonus to AC and Dexterity saving throws &lt;br /&gt;
|Another creature or an object that covers at least half of the target &lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Three-Quarters Cover|Three-Quarters}}&lt;br /&gt;
| +5 bonus to AC and Dexterity saving throws &lt;br /&gt;
|An object that covers at least three-quarters of the target &lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Total Cover|Total}} &lt;br /&gt;
|Can’t be targeted directly &lt;br /&gt;
|An object that covers the whole target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Attacks===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.15&amp;quot; /&amp;gt; When you make a ranged attack, you fire a {{5e24lc|Bow}}, hurl an {{5e24lc|Axe}}, or otherwise send projectiles to strike a foe at a distance. Many {{5e24lc|Spell}}s also involve making a ranged attack. &lt;br /&gt;
&lt;br /&gt;
====Range====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.15&amp;quot; /&amp;gt; You can make ranged attacks only against {{5e24lc|Target}}s within a specified {{5e24lc|Range}}. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range. &lt;br /&gt;
&lt;br /&gt;
Some ranged attacks, such as those made with a {{5e24lc|Longbow}}, have two ranges. The smaller number is the normal range, and the larger number is the {{anchor|long range}}. Your attack roll has {{5e24|Disadvantage}} when your target is beyond normal range, and you can’t attack a target beyond long range. &lt;br /&gt;
&lt;br /&gt;
====Ranged Attacks in Close Combat====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.15&amp;quot; /&amp;gt; Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack roll with a weapon, a spell, or some other means, you have {{5e24|Disadvantage}} on the roll if you are within 5 feet of an enemy who can see you and doesn’t have the {{5e24|Incapacitated}} condition&amp;lt;!-- (see “Rules Glossary”)--&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Melee Attacks=== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.15&amp;quot; /&amp;gt; A melee attack allows you to attack a {{5e24lc|Target}} within your {{iplink|Reach}}. A melee attack typically uses a handheld {{5e24lc|Weapon}} or an {{5e24|Unarmed Strike}}. Many {{5e24lc|Monster}}s make melee attacks with claws, teeth, or other body parts. A few {{5e24lc|Spell}}s also involve melee attacks. &lt;br /&gt;
&lt;br /&gt;
====Reach====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.15&amp;quot; /&amp;gt; A creature has a 5-foot {{5e24lc|Reach}} and can thus attack targets within 5 feet when making a melee attack. Certain creatures have melee attacks with a reach greater than 5 feet, as noted in their descriptions. &lt;br /&gt;
&lt;br /&gt;
====Opportunity Attacks====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.15&amp;quot; /&amp;gt; Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in danger by provoking an {{5e24|Opportunity Attack}}. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Avoiding Opportunity Attacks.&amp;#039;&amp;#039;&amp;#039; You can avoid provoking an Opportunity Attack by taking the {{5e24|Disengage}} action. You also don’t provoke an Opportunity Attack when you {{5e24|Teleport}} or when you are moved without using your {{5e24lc|Movement}}, {{5e24lc|Action}}, {{5e24|Bonus Action}}, or {{5e24|Reaction}}. For example, you don’t provoke an Opportunity Attack if an explosion hurls you out of a foe’s reach or if you {{5e24lc|Fall}} past an enemy. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Making an Opportunity Attack.&amp;#039;&amp;#039;&amp;#039; You can make an Opportunity Attack when a creature that you can see leaves your {{5e24lc|Reach}}. To make the attack, take a {{5e24|Reaction}} to make one melee attack with a weapon or an Unarmed Strike against that creature. The attack occurs right before it leaves your reach. &lt;br /&gt;
&lt;br /&gt;
===Mounted Combat===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.15&amp;quot; /&amp;gt; A willing {{5e24lc|Creature}} that is at least one {{5e24lc|Size}} larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules. &lt;br /&gt;
&lt;br /&gt;
====Mounting and Dismounting====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.15&amp;quot; /&amp;gt; During your {{5e24lc|Move}}, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to {{5e24|Half}} your {{5e24|Speed}} (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a {{5e24lc|Horse}}.&lt;br /&gt;
&lt;br /&gt;
====Controlling a Mount==== &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.16&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.16&amp;lt;/ref&amp;gt; You can control a mount only if it has been trained to accept a rider. Domesticated horses, {{5e24lc|Mule}}s, and similar creatures have such training. &lt;br /&gt;
&lt;br /&gt;
The {{5e24|Initiative}} of a controlled mount changes to match yours when you mount it. It moves on your {{5e24lc|Turn}} as you direct it, and it has only three {{5e24lc|Action}} options during that turn: {{5e24|Dash}}, {{5e24|Disengage}}, and {{5e24|Dodge}}. A controlled mount can move and act even on the turn that you mount it. &lt;br /&gt;
&lt;br /&gt;
In contrast, an independent mount — one that lets you ride but ignores your control — retains its place in the Initiative order and moves and acts as it likes. &lt;br /&gt;
&lt;br /&gt;
====Falling Off====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.16&amp;quot; /&amp;gt; If an effect is about to move your mount against its will while you’re on it, you must succeed on a {{5e24|DC}} 10 {{5e24|Dexterity}} {{5e24lc|Saving Throw}} or fall off, landing with the {{5e24|Prone}} condition&amp;lt;!-- (see “Rules Glossary”)--&amp;gt; in an {{5e24lc|Unoccupied Space}} within 5 feet of the mount. &lt;br /&gt;
&lt;br /&gt;
While mounted, you must make the same save if you’re knocked Prone or the mount is. &lt;br /&gt;
&lt;br /&gt;
===Underwater Combat===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.16 /&amp;gt; A fight underwater follows these rules. &lt;br /&gt;
&lt;br /&gt;
====Impeded Weapons====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.16&amp;quot; /&amp;gt; When making a {{5e24lc|Melee}} {{5e24lc|Attack Roll}} with a {{5e24lc|Weapon}} underwater, a {{5e24lc|Creature}} that lacks a {{5e24|Swim Speed}} has {{5e24|Disadvantage}} on the attack roll unless the weapon deals {{5e24|Piercing}} damage. &lt;br /&gt;
&lt;br /&gt;
A {{5e24lc|Ranged}} attack roll with a weapon underwater automatically misses a target beyond the weapon’s normal {{5e24lc|Range}}, and the attack roll has Disadvantage against a target within normal range. &lt;br /&gt;
&lt;br /&gt;
====Fire Resistance====&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.16&amp;quot; /&amp;gt; Anything underwater has {{5e24|Resistance}} to {{5e24|Fire}} damage (explained in “{{5e24|Damage and Healing}}”).&lt;br /&gt;
&lt;br /&gt;
{{nav|{{5e24|Exploration}}|{{5e24|Damage and Healing}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;!--gi-main--&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;source&amp;quot;&amp;gt;&lt;br /&gt;
==Sources and Notes==&lt;br /&gt;
:* {{Cite Pub|SRD 5.2}} Licensed: [[CC-BY]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{5e24 Footer|SRD 5.2|CC-BY}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;!--source--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;!--grid-container-std--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rlyehable</name></author>
	</entry>
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