You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. You otherwise don’t have a bonus action to take. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. ![]() The Cunning Action feature, for example, allows a rogue to take a bonus action. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “ Actions in Combat.”īonus ActionsVarious class features, spells, and other abilities let you take an additional action on your turn called a bonus action. You can forgo moving, taking an action, or doing anything at all on your turn. Many class features and other abilities provide additional options for your action. The most common actions you can take are described in the “ Actions in Combat” section. Your speed- sometimes called your walking speed-is noted on your character sheet. You decide whether to move first or take your action first. On your turn, you can move a distance up to your speed and take one action. Optionally, the GM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. The GM can decide the order if the tie is between a monster and a player character. If a tie occurs, the GM decides the order among tied GM-controlled creatures, and the players decide the order among their tied characters. ![]() The initiative order remains the same from round to round. This is the order (called the initiative order) in which they act during each round. The GM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. InitiativeInitiative determines the order of turns during combat. A member of a group can be surprised even if the other members aren’t. If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. If neither side tries to be stealthy, they automatically notice each other. The GM determines who might be surprised. In these situations, one side of the battle gains surprise over the other. A Gelatinous Cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. SurpriseA band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. When everyone involved in the combat has had a turn, the round ends. ![]() Each participant in the battle takes a turn in initiative order. Roll initiative: Everyone involved in the combat encounter rolls initiative, determining the order of combatants’ turns.Given the adventurers’ marching order or their stated positions in the room or other location, the GM figures out where the adversaries are̶how far away and in what direction. ![]()
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