Combat & Encounters
Combat & Encounters
You decide when a random encounter happens, or you roll. Consider checking for a random
encounter once every hour, once every 4 to 8 hours, or once during the day and once during a long
rest-whatever makes the most sense based on how active the area is.
If you roll, do so with a d20. If the result is 18 or higher, a random encounter occurs. You then roll
on an appropriate random encounter table to determine what the adventurers meet, re-rolling if the
die result doesn't make sense given the circumstances.
If you're not sure how often to schedule random encounters in a 24-hour period, you can leave it to
chance by rolling a d8 and consulting the Number of Wilderness Encounters table.
d8 Number of Encounters
5-6 Two encounters; roll a d4 on this table to determine when each encounter occurs
Wilderness Encounter
d8 Encounter
A lone, powerful creature appears! The DM chooses the creature, selecting one wi
1 challenge rating that is 1-3 higher than the group's level. The creature lives in the a
passing through, and it is hostile toward the group only if they provoke it.
Hostile creatures prowl nearby! The DM chooses the creatures, selecting five with
2-4 rating equal to the group's level. These creatures are either monsters native to the a
hostile travelers
A group of friendly travelers crosses the group's path. The travelers have 2d6 good
5-6
that cost 1 gp or less on the Adventuring Gear table in the Player's Handbook
7 The group discovers a monument. Roll on the Monuments table.
8 The group wanders into a strange place. Roll on the Weird Locales table.
Monuments
d20 Monument
1 Sealed burial mound or pyramid
2 Plundered burial mound or pyramid
3 Faces carved into a mountainside or cliff
4 Giant statues carved out of a mountainside or cliff
5-6 intact obelisk etched with a warning, historical lore, dedication, or religious iconography
7-8 Ruined or toppled obelisk
9-10 Intact statue of a person or deity
11-13 Ruined or toppled statue of a person or deity
14 Great stone wall, intact, with tower fortifications spaced at one-mile intervals
15 Great stone wall in ruins
16 Great stone arch
17 Fountain
18 Intact circle of standing stones
19 Ruined or toppled circle of standing stones
20 Pillar carved with elemental or fey symbols
RANDOM ENCOUNTER
Weird Locales
d20 Locale
1-2 Dead magic zone (similar to an antimagic field)
Wild magic zone (roll on the Wild Magic Surge table in the Player's Handbook whenever a sp
3
within the zone)
4 Boulder carved with talking faces
5 Crystal cave that mystically answers questions
6 Ancient tree containing a trapped spirit
7-8 Battlefield where lingering fog occasionally assumes humanoid forms
9-10 A portal to another plane of existence
11 Wishing well
12 Giant crystal shard protruding from the ground
13 Wrecked ship, even if water is nowhere nearby
14-15 Haunted hill or barrow mound
16 River ferry guided by a skeletal captain
17 Field of petrified soldiers or other creatures
18 Forest of petrified or awakened trees
19 Canyon containing a dragons' graveyard
20 Floating earth mote with a tower on it
DUNGEON ENCOUNTERS
d6 Encounter
A lone, powerful creature appears! You choose the creature, selecting one with a challenge rating that is 1–3
1 higher than the level of the player characters. The creature lives in the dungeon or is passing through, and it
is hostile toward the group only if they provoke it.
Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge rating equal to the
2-4
level of the player characters. These creatures are either monsters native to the dungeon or hostile explorers.
5 A patch of brown mold, green slime, or yellow mold lies nearby.
6 A group of friendly explorers crosses the player characters' path. The explorers have 2d4 goods for sale that
d6 Encounter
cost 1 gp or less, which you can select from the Adventuring Gear table in the Player's Handbook.
GUARD HARASSMENTP116
The adventurers are cornered by 1d4 + 1 guards eager to throw their weight around. If threatened,
the guards call out for help and might attract the attention of other guards or citizens nearby.
PICKPOCKETP116
A thief (use the spy statistics in the Monster Manual) tries to steal from a random character.
Characters whose passive Wisdom (Perception) scores are equal to or greater than the thief's
Dexterity (Sleight of Hand) check total catch the theft in progress.
PROCESSIONP116
The adventurers encounter a group of citizens either parading in celebration or forming a funeral
procession.
PROTESTP116
The adventurers see a group of citizens peacefully protesting a new law or decree. A handful of
guards maintain order.
RUNAWAY CARTP116
A team of horses pulling a wagon races through the city streets. The adventurers must avoid the
horses. If they stop the wagon, the owner (who is running behind the cart) is grateful.
SHADY TRANSACTIONP116
The characters witness a shady transaction between two cloaked figures.
SPECTACLEP116
The characters witness a form of public entertainment, such as a talented bard's impersonation of a
royal personage, a street circus, a puppet show, a flashy magic act, a royal visit, or a public
execution.
URCHINP116
A street urchin gloms onto the adventurers and follows them around until frightened off.
ENCOUNTER AWARENESS
If neither side is being stealthy, creatures automatically notice each other once they are within sight
or hearing range of one another.
Otherwise, if at least one creature from one side notices creatures from the other and wants a surprise
attack, everyone from the attacking side compares their Dexterity (Stealth) check results with the
passive Wisdom (Perception) scores of the other group, making this check with advantage if they’re
unseen and more than 30 feet away.
NOTICING OTHER CREATURES
While exploring, characters might encounter other creatures. An important question in such a
situation is who notices whom.
Indoors, whether the sides can see one another usually depends on the configuration of rooms and
passageways. Vision might also be limited by light sources. Outdoor visibility can be hampered by
terrain, weather, and time of day. Creatures can be more likely to hear one another before they see
anything.
If neither side is being stealthy, creatures automatically notice each other once they are within sight
or hearing range of one another. Otherwise, compare the Dexterity (Stealth) check results of the
creatures in the group that is hiding with the passive Wisdom (Perception) scores of the other group,
as explained in the Player's Handbook.
MARCHING ORDER
The adventurers should establish a marching order.
A character might occupy the front rank, one or more middle ranks, or
the back rank. Characters in the front and back ranks need enough room
to travel side by side with others in their rank. When space is too tight,
the marching order must change, usually by moving characters to a
middle rank.
If an adventuring party arranges its marching order with only two ranks,
they are a front rank and a back rank. If there's only one rank, it's
considered a front rank.
STEALTH
While traveling at a slow pace, the characters can move stealthily. As
long as they're not in the open, they can try to surprise or sneak by other
creatures they encounter. See the rules for hiding in chapter 7.
Travel Pace
Distance Distance Distance
Pace Traveled per Traveled Traveled Effect
Minute per Hour per Day
Surprising Foes.
If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers
or their foes might be surprised when combat erupts.
HIDING
The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are
discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for
signs of your presence.
You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or
knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you.
However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to
gain advantage on an attack roll before you are seen.
PASSIVE PERCEPTION
When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you,
the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's
Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.
For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in Perception,
he or she has a passive Wisdom (Perception) of 14.
WHAT CAN YOU SEE?
One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be
lightly or heavily obscured, as explained in chapter 8.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light,
patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that
rely on sight.
A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A
creature effectively suffers from the blinded condition when trying to see something in that area.
The presence or absence of light in an environment creates three categories of illumination: bright
light, dim light, and darkness.
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches,
lanterns, fires, and other sources of illumination within a specific radius.
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a
boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light
of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land
in dim light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most
moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of
magical darkness.
BLINDSIGHT
A creature with blindsight can perceive its surroundings without relying on sight, within a specific
radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses,
such as bats and true dragons, have this sense.
DARKVISION
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision.
Within a specified range, a creature with darkvision can see in dim light as if it were bright light and
in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that
creature is concerned. However, the creature can't discern color in that darkness, only shades of gray.
TRUESIGHT
A creature with truesight can, out to a specific range, see in normal and magical darkness,
see invisible creatures and objects, automatically detect visual illusions and succeed on saving
throws against them, and perceives the original form of a shapechanger or a creature that is
transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
VISIBILITY OUTDOORS
Terrain Encounter Distance
Arctic, desert, farmland, or grassland 6d6 × 10 (210) feet
Forest, swamp, or woodland 2d8 × 10 (90) feet
Hills or wastelands 2d10 × 10 (110) feet
Jungle 2d6 × 10 (70) feet
Mountains 4d10 × 10 (220) feet
Audible Distance
Trying to be quiet 2d6 × 5 (35) feet
Normal noise level 2d6 × 10 (70) feet
Very loud 2d6 × 50 (350) feet
Visibility Outdoors
Clear day, no obstructions 2 miles (10560 feet)
Rain 1 mile (5280 feet)
Heavy Rain 50 yards (150 feet)
Fog 100 to 300 feet (200 feet)
Thick Fog 20 feet
Visibility Outdoors
From a height × 20
SURPRISE 189 P
The DM determines who might be surprised. If neither side tries to be stealthy, they automatically
notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with
the passive Wisdom (Perception) score of each creature on the opposing side. Any character or
monster that doesn't notice a threat is surprised at the start of the encounter.
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. A member of a group can be surprised even if the other members
aren't.
ENCOUNTER EVASION
Once awareness is established and attitudes assessed, if both groups
show disinterest in engaging, the encounter is avoided. If one group goes
entirely unnoticed and doesn’t intend to engage, they Escape.
ENCOUNTER ALTERNATIVES
SOCIAL INTERACTION
1. Starting Attitude: Is the monster friendly, indifferent, or hostile to the adventurers?
Friendly monsters will be genial, indifferent ones might help or hinder a party
depending on their whims, and a hostile creature is unhelpful but doesn’t necessarily
attack on sight.
2. Conversation: What do the characters discover when speaking with the monster? The
players will hopefully put their best diplomats forward to try to shift the monster’s
attitude, if necessary. If roleplay slows down, Dungeon Masters can ask characters to
make successful Wisdom (Insight) checks to discern the monster’s personality trait,
ideal, bond, and flaw.
3. Charisma Check: This is where the party reveals what they want from the monster.
Depending on the preceding conversation, a Charisma (Persuasion, Deception,
or Intimidation) check might apply. The difficulty of the check would depend on the
creature’s current attitude toward the party. Characters who made significant
contributions to the conversation can aid each other on the check to grant advantage as
necessary, but the characters might also have disadvantage if they offended the
monster! Certain situations might also require a group ability check.
4. Repeat? If the characters fail their checks and the monster doesn’t outright attack them
or leave the area, repeat the previous steps, if permitted.
Conversation DC
Reaction
Opposes the 0 n/a n/a
adventurers’
actions and might
take risks to do
so.
Does as asked as 20 10 0
long as no risks
or sacrifices are
involved.
Adventurers can research what a creature is likely to desire, to have advantage in ability checks
made to communicate with it. The Monster Research table suggests which skills can be used to learn
about a creature of a particular type. The DC for a relevant ability check equals 10 + the creature's
challenge rating.
Aberration Arcana
Construct Arcana
Giant History
Type Suggested Skills
Humanoid History
Aberrations
d4 Desired Offering
Beasts
d4 Desired Offering
1 Fresh meat
2 A soothing melody
Celestials
d4 Desired Offering
d4 Desired Offering
Dragons
d4 Desired Offering
1 Gold or gems
Elementals
d4 Desired Offering
Fey
d4 Desired Offering
d4 Desired Offering
1 Your soul
Giants
d4 Desired Offering
Humanoids
d4 Desired Offering
Monstrosities
d4 Desired Offering
d4 Desired Offering
Plants
d4 Desired Offering
1 A pound of mulch
Undead
d4 Desired Offering
1 A vial of blood
CHASE
A chase is played out over the course of rounds, during which each chase participant takes a
turn.
Here Are the steps to follow in a chase:
1. Establish positions. Determine how far apart the quarry and the pursuer are from each
other. The quarry and the pursuer might each be an individual or a group. Over the
course of the chase, the DM keeps track of this distance. You may use a dry-erase hex
map in this kit to track distance. If you do so, you determine how many feet each hex
represents: 5 feet, 10 feet, or more.
2. Roll initiative. Everyone involved in the chase rolls initiative, determining the order
of their turns in the chase.
3. Roll for a complication. When your turn starts, roll a d20 and consult the Wilderness
Chase Complications table to see if an unexpected event complicates your turn.
4. Move And take an action. You can take one action on your turn, and before or after
that action, you can move upto a distance equal to your speed. If you have a bonus action
available, you also take it during your turn, but no more than once on each of your turns.
5. Begin the next round. When Everyone Involved in the chase has had a turn, the
round ends, and the DM determines whether the chase ends, as detailed in the "Ending a
Chase" section on the other side of this sheet. If the chase doesn't end, repeat steps 3—5
until it does.
You drop out of the chase if your exhaustion reaches level 5, since your speed becomes0. By
finishing a short or long rest, you can remove all the levels of exhaustion you gained by taking
the Dash action additional times during the chase.
REACTIONS
During a chase, you can take reactions as normal, but you can't make opportunity attacks against
other chase participants, since you are all assumed to be moving in the same direction at the same
time. However, chase participants can still be the targets of opportunity attacks from creatures not
participating in the chase. For example, an adventurer who chases a bandit past a wolf in the woods
might provoke an opportunity attack from the wolf.
ENDING A CHASE
A chase ends when one side or the other stops, when the quarry escapes, or when at least one pursuer
is within 5 feet of a quarry.
If neither side gives up the chase, the quarry can make a Dexterity (Stealth) check at the end of each
round, after every participant in the chase has taken a turn. An incapacitated quarry can't make this
check, nor can a quarry without anything to hide behind. The check's total is compared to the passive
Wisdom (Perception) scores of the pursuers. If the quarry consists of multiple creatures, they all
make the check. If the total of a quarry's check is greater than the highest passive score, that quarry
escapes and is no longer in the chase.
The quarry gains advantage or disadvantage on the check based on prevailing circumstances, as
shown in the Escape Factors table. If one or more factors give the quarry both advantage and
disadvantage on its check, the quarry has neither, as usual.
Escape Factors
Factor Check Has.
Quarry has many things to hide behind Advantage
Quarry is in a very crowded or noisy area Advantage
Quarry has few things to hide behind Disadvanta
Quarry is in an uncrowded or quiet area Disadvanta
The lead pursuer is a ranger or has proficiency in Survival Disadvanta
Escape doesn't necessarily mean a quarry has outpaced pursuers. For example, in the mountains,
escape might mean the quarry ducked into a crevice or a hollow log.
If a quarry is caught, an encounter ensues.
SPLITTING UP
Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide
their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases,
resolve each chase separately. Run a round of one chase, then a round of the next, and so on,
tracking the distances for each separate group.
ROLE REVERSAL
During a chase,it's possible for the pursuers to become the quarry. For example, characters chasing a
bandit through the woods might draw unwanted attention from other bandits. As they pursue the
fleeing bandit, they must also evade the bandits pursuing them. Roll initiative for the new arrivals,
and run both chases simultaneously. In another scenario, the fleeing bandit might run into the
waiting arms of their accomplices. The outnumbered characters might decide to flee with the bandits
in pursuit
ENCOUNTER SETUP
ESTABLISH TERRAIN
ESTABLISH POSITIONS
The DM decides where all the characters and monsters are located. Given the adventurers' marching
order or their stated positions in the room or other location, the DM figures out where the adversaries
are—how far away and in what direction. It also takes into account the appropriate encounter
distance.
The DM ranks the combatants in order from the one with the highest Dexterity check total to the one
with the lowest. This is the order (called the initiative order) in which they act during each round.
The initiative order remains the same from round to round.
If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide
the order among their tied characters. The DM can decide the order if the tie is between a monster
and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20
to determine the order, highest roll going first.