5e SRD 5.2.1 · 5.2.1
Initiative
Playing the Game > Initiative
Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The GM rolls for monsters. For a group of identical creatures, the GM makes a single roll, so each member of the group has the same Initiative. Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a foe who is unaware that combat is starting, that foe is surprised. Initiative Order. A combatant’s check total is called their Initiative count, or Initiative for short. The GM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the same from round to round. Ties. If a tie occurs, the GM decides the order among tied monsters, and the players decide the order among tied characters. The GM decides the order if the tie is between a monster and a player cha rac t er. Your Turn On your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first. The main actions you can take are listed in “Actions” earlier in “Playing the Game.” A character’s features and a monster’s stat block also provide action options. “Movement and Position” later in “Playing the Game” gives the rules for movement. Communicating. 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. Extended communication, such as a detailed explanation of something or an attempt to persuade a foe, requires an action. The Influence action is the main way you try to influence a monster. Interacting with Things. You can interact with one 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. If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
unsEEn attackErs and tarGEts When you make an attack roll against a target you can’t see, you have Disadvantage on the roll. This is true whether you’re guessing the target’s location or targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you miss. When a creature can’t see you, you have Advantage on attack rolls against it. If you are hidden when you make an attack roll, you give away your location when the attack hits or misses. The 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. Doing Nothing on Your Turn. 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 Dodge action or the Ready action to delay acting.