Combat Round: Actions | Gamer Guides: Your ultimate sourc... (2024)

The combat round seems simple on the surface, but under the hood the apparently real-time combat is split into a variety of turn-based actions. Understanding these actions will help you better understand how combat plays out and plan your actions accordingly. There are five types of actions that a character can perform in a combat round: Free Actions, Swift Actions, Movement Actions, Standard Actions and Full-Round Actions.

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During any normal combat round, a character can usually perform an unlimited number of Free Actions, one Swift Action, one Movement Action and one Standard Action (which can be substituted for a second Movement Action). Instead of performing a Move Action and Standard Action the character can perform a Full-Round Action.

Five-Foot Step

In addition to all other types of action, a character is usually entitled to make a five-foot step once per round provided they haven’t taken a Movement Action in that same round. This can be somewhat tricky with the real-time trappings of Pathfinder: Kingmaker, but so long as you move around the distance of the reticle beneath each character, you shouldn’t overstep the bound of a five-foot step.

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Obviously you won’t be clearing much ground with this maneuver, but it’s purpose is more tactical than anything else. Taking a five-foot step doesn’t provoke an Attack of Opportunity, so you can use it to safely move in combat. Use five-foot steps to disengage characters without provoking enemies, to position yourself to attack different foes, to flank enemies, or to make way for area-of-effect spells cast by allies.

Free Action

The quickest of all actions, Free Actions take such an inconsequential amount of time that they don’t affect other actions. Free Actions include dropping items, performing Attacks of Opportunity, Cleave attacks, Power Attacks, or using the Combat Expertise Feat.

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Swift Action

Swift Actions take a marginal amount of time. They’re quick enough that performing one during any combat round won’t affect other actions, but two of them would. One of the few actions that count as Swift Actions includes casting Quickened spells (via the Quicken Metamagic feat), but activating some class abilities may also fill this role. Suffice to say, unless you’re a caster that’s overly fond of Quickened spells (who isn’t?), you probably don’t have to worry about this too much.

Movement Action

A character can move their full movement speed while performing a Movement Action. The default movement speed is usually thirty feet for a medium-sized character, while smaller characters have a movement speed of twenty feet. Wearing medium or heavy armor or carrying too much weight can reduce your movement speed, as can difficult terrain (often temporarily created by spells). You can move up to your full movement speed during a Movement Action, but if you move further in a combat round you’ll expend your Standard Action taking a second Movement Action.

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Movement Speed by RaceUnarmored/Light ArmorMedium/Heavy Armor
Dwarf20 feet20 feet
Elf30 feet20 feet
Half-Elf30 feet20 feet
Half-Orc30 feet20 feet
Halfling20 feet15 feet
Human30 feet20 feet
Gnome20 feet15 feet

Despite being typically used for moving, a character can use their Movement Action for a variety of other tasks, including drawing or sheathing weapons, opening or closing doors or containers, picking items off the ground, readying a shield, loading crossbows, standing up from a prone position, or equipping an item from your inventory. Movement Actions are generally faster than Standard Actions.

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Standard Action

The most common type of Standard Actions are casting spells and attacking - the bread and butter of combat. Other Standard Actions include reading scrolls, drinking potions, using spell-like abilities, channeling energy, basically all of your major combat actions. You can also substitute a Standard Action for a second Movement Action, should you need to cover more ground.

Full-Round Action

Early on in the game, Full-Round Actions aren’t too special, as your characters just aren’t talented enough to make use of that extra time. As the name implies, a Full-Round Action takes the entire round, during which the character can only take a five-foot step, perform Free Actions, or one Swift Action. They cannot make a Movement Action or Standard Action, and doing so will prevent them from taking a Full-Round Action.

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About the only Full-Round Action you’ll use early on is a Charge Attack, which allows the charging character to move at double their movement speed and append their momentum with an attack.

Combat Round: Actions | Gamer Guides: Your ultimate sourc... (2024)

FAQs

What is a round of combat 5e? ›

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 a combat encounter, when everyone rolls initiative.

How many rounds is 1 minute D&D? ›

Each round takes 6 seconds of time in the game world. So a combat that lasts 10 rounds occurs for the characters in the game over the course of a minute.

How to attack in Dungeons and Dragons? ›

To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits.

How long is an action 5e? ›

Generally, a full round of combat in DnD 5e lasts about 6 seconds in real-time. That means a minute would consist of 10 rounds, regardless of the number of combatants. Just think of “rolling for initiative” as going into “bullet-time,” where everything happens in slow motion.

What is a combat round? ›

A round normally allows each character involved in a combat situation to act. Each round's activity begins with the character with the highest initiative result and then proceeds in order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions.

What is the average number of combat rounds in DnD? ›

I think many DMs and players expect the answer of roughly "three" – maybe more for big story-moving fights like boss battles. Like many aspects of the game, I tend not to think about how many rounds a battle should go. Like Gandalf, I think a battle should end precisely when it means to. As Hayley says, it depends.

What is the 60 second rule in D&D? ›

A practice I find makes combat feel fast and intense, the 60 second rule makes it so players (not including the dm) only have 60 seconds to decide and act during their turn. In addition, other players are not allowed to interject. The DM tells a player when their time starts.

What is the longest D&D game ever played? ›

Wardhaugh is a Canadian historian known as a host of the longest uninterrupted Dungeons & Dragons campaign. As of 2023, the game has been going on for 42 years, since 1982.

How long is 1 hour in D&D? ›

300 seconds = 5 Turns = 1 Hour. 600 seconds = 10 Turns = 2 Hours. 2400 seconds = 40 Turns = 8 Hours.

What does hit 5 mean in D&D? ›

For a character, the +5 is the total of the relevant modifier (Str, Dex, etc.) plus the proficiency bonus. So if you had a +3 Str modifier and a +2 proficiency that would be your +5 to hit.

What does v and s mean in D&D? ›

There are three components for spells in D&d 5e. - verbal (V) , somatic(S) and material components(M). Verbal components are the magical words that a caster needs to say to cast the spells. Somatic components are the hand motions that a caster does to cast the spell.

What is the best attack class in D&D? ›

Hexblade Warlock Boosts Every Attack

The D&D 5e Hexblade Warlock is well-known for its attempts to fix Pact of the Blade. It's also known as a potent multiclass enabler that unlocks some of D&D 5e's highest-damage builds. On its own, without a melee weapon, it's still the single best D&D 5e Warlock subclass for damage.

Does talking count as an action 5e? ›

Talking – Your character can talk at any time during combat and it does not require any action, bonus action or reaction to do so.

Are cantrips a bonus action? ›

As there are only two bonus action cantrips, neither of which are very good, it means most spellcasters will be using their action to cast one of the many excellent cantrips available.

How far can a character hear in D&D? ›

Basically, when a character is trying to be quiet, they can typically only be heard 2d6 x 5ft (35ft) away, when they're at a normal noise level it's 2d6 x 10ft (70ft), and being really loud is 2d6 x 50ft (350ft). You can use this as a base / starting point and then change it up based on the situation.

Is a round 6 seconds or is a turn 6 seconds? ›

A DnD round of combat take 6 seconds to complete. During one round of combat we assume each person is acting and moving concurrently. We split the round so each player and opponent gets a turn.

How to calculate CA DnD? ›

Here are some ways to calculate your base AC: Unarmored: 10 + your Dexterity modifier. Armored: Use the AC entry for the armor you're wearing (see PH, 145). For example, in leather armor, you calculate your AC as 11 + your Dexterity modifier, and in chain mail, your AC is simply 16.

Is a surprise round the first round of combat? ›

A surprise attack only applies when the enemy takes you unaware. There's no such thing as a surprise round and if you're aware that you may be ambushed or attacked any moment now (best declared by drawing your weapon) you cannot be in a surprised state in the first round of combat.

How many rounds of combat does rage last? ›

rage lasts for one minute. a round is six seconds. so rage lasts ten rounds.

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