D&D 5e Combat Basics
Everything you need to know about attack rolls, damage, saving throws, and critical hits in Dungeons & Dragons 5th Edition.
The Combat Round
Combat in D&D happens in rounds. Each round, every creature takes a turn in initiative order. A round represents about 6 seconds of in-game time.
On your turn, you can:
- • Move up to your speed
- • Take one Action (Attack, Cast a Spell, Dash, Dodge, etc.)
- • Take one Bonus Action (if you have a feature that uses one)
- • Take one Reaction (opportunity attack, Shield spell, etc.)
Initiative
At the start of combat, everyone rolls initiative: d20 + Dexterity modifier. The highest total goes first. Ties are broken by the DM (often higher DEX modifier goes first).
Making an Attack Roll
To attack, roll a d20 and add your modifiers:
d20 + Ability Modifier + Proficiency Bonus
If the total meets or exceeds the target's Armor Class (AC), the attack hits!
Example:
A Fighter with +5 STR and +3 proficiency bonus attacks an orc (AC 13).
They roll a d20 and get 8: 8 + 5 + 3 = 16. That beats AC 13 — it's a hit!
Damage Rolls
When you hit, roll the weapon's or spell's damage dice and add the relevant ability modifier:
| Weapon | Damage | Die |
|---|---|---|
| Dagger | 1d4 + DEX | d4 |
| Shortsword | 1d6 + DEX | d6 |
| Longsword | 1d8 + STR | d8 |
| Greataxe | 1d12 + STR | d12 |
| Greatsword | 2d6 + STR | d6 |
Critical Hits & Misses
Natural 20 — Critical Hit!
The attack always hits. Double all damage dice (not modifiers). A d8 weapon becomes 2d8 + modifier.
Natural 1 — Critical Miss!
The attack always misses, regardless of modifiers. Some DMs add extra fumble effects.
Saving Throws
Some effects require the target to make a saving throw instead of the attacker rolling to hit. The target rolls d20 + ability modifier + proficiency (if proficient).
d20 + Ability Modifier + Proficiency (if proficient)
If the total meets or exceeds the Spell Save DC, the target resists (usually taking half damage or avoiding the effect entirely).
💡 Quick Reference
Attack: d20 + modifier ≥ AC → Hit → Roll damage
Spell Save: Target rolls d20 + modifier ≥ Save DC → Resists
Crit: Natural 20 = double damage dice
Miss: Natural 1 = always miss