Rolling for initiative is one of the most fundamental parts of Dungeons & Dragons. It determines the order in which characters and monsters act in combat, and can have a major impact on the outcome of the battle. However, finding initiative can be a bit confusing, especially for new players. Here’s a step-by-step guide on how to do it:
First, each player rolls a d20 to determine their initiative bonus. This bonus is added to their character’s Dexterity modifier. The player with the highest initiative bonus acts first, followed by the player with the second highest bonus, and so on. If two or more characters have the same initiative bonus, they roll off to determine who acts first. The character with the highest roll acts first.
Once the initiative order has been determined, the players and the DM take turns acting in order. On their turn, a character can take one action, one bonus action, and move up to their speed. They can also use reactions, which are special abilities that can be used outside of their turn. The DM controls the monsters and NPCs, and they take their turns after the players. Combat continues until one side or the other is defeated.
Strategies for Maximizing Initiative Bonuses
1. High Dexterity
Dexterity is the primary attribute for initiative, so maximizing it is crucial. Races with Dexterity bonuses, such as Elves and Monks, have an advantage.
2. Alert Feat
The Alert feat grants a +5 initiative bonus, ensuring you go first in most encounters. It also prevents you from being surprised, giving you a significant advantage in combat.
3. Spells and Abilities
Certain spells and abilities can enhance initiative, such as Guidance, Bless, and the Rogue’s Cunning Action (Ready Dash). Use these to give yourself an edge.
4. Magic Items
Several magic items provide initiative bonuses, including the Ioun Stone of Mastery (+2) and the Cloak of Displacement (+1d4). Equipping these items can significantly increase your initiative.
Item | Bonus |
---|---|
Ioun Stone of Mastery | +2 |
Cloak of Displacement | +1d4 |
Luckstone | +1d6 |
Ring of Initiative | +2d6 |
By implementing these strategies, you can maximize your initiative bonus and gain a crucial advantage in combat. Remember, every point counts, so optimize your character to seize the initiative and control the battlefield.
Initiative Modifiers
Various factors can modify your initiative roll. The most common modifiers are your Dexterity bonus and any proficiency bonus you have in the Initiative skill. Other modifiers may apply, such as certain spells, abilities, or feats.
Advantage/Disadvantage
Certain situations can grant you advantage (roll twice and take the higher result) or disadvantage (roll twice and take the lower result) on your initiative roll. For example, if you are surprised, you have disadvantage on your initiative roll. If you have the Alert feat, you have advantage on initiative rolls.
Surprise
A character who is surprised is flat-footed at the start of combat, meaning they can’t use Dexterity to modify their AC. They also lose their initiative bonus, meaning they can’t add their Dexterity modifier to their initiative roll.
Condition | Initiative Modifier |
---|---|
Surprised | -2 |
Alert feat | +5 |
Surprise Round: Striking Preemptively
1. Determining Surprise
A surprise round occurs when one side of a combat encounter is unaware of the other’s presence. If the DM judges that an undetected group successfully surprises another, the surprised side does not get an initiative roll.
2. Initiative for Non-Surprised Combatants
For combatants who are not surprised, the order of combat is determined by rolling initiative. Each combatant rolls a d20 and adds their Dexterity modifier. The results are rolled simultaneously and ordered from highest to lowest.
3. Initiative for Surprised Combatants
Surprised combatants lose their initiative roll. They cannot take reactions on the first turn of the combat and cannot cast spells that have a casting time of 1 action or a bonus action.
4. Surprise Round Actions
During the surprise round, the non-surprised party can take any single action, bonus action, or movement action. This includes casting cantrips and spells with a casting time of 1 action or more, as long as they do not require concentration.
5. Ending the Surprise Round
The surprise round ends at the end of the non-surprised party’s turn. The surprised party then rolls for initiative and the combat proceeds normally from that point forward.
6. Example of a Surprise Round
Combatant | Initiative Roll |
---|---|
Party A (non-surprised) | 18 (d20 + 5 Dexterity modifier) |
Party B (surprised) | – (loses initiative roll) |
In this example, Party A successfully surprised Party B. Party A gains a surprise round and can choose to move, make a ranged attack, cast a cantrip, or take any other single action. Party B does not get to roll initiative and cannot take any actions until the surprise round ends.
Determining Initiative Order
Once the combatants are determined, initiative order is established to determine the sequence in which they act during combat. The following steps outline the process:
1. Roll for Initiative
Each combatant rolls a d20, adding any applicable modifiers.
2. Tiebreaker
If multiple combatants roll the same initiative score, they roll a d20 to break the tie. The combatant with the highest roll goes first.
3. Dexterity Modifier
Add the combatant’s Dexterity modifier to their initiative roll.
4. Class Features
Certain class features, such as Alert, grant bonuses to initiative rolls.
5. Feats
Some feats, such as Inspiring Leader, can also provide bonuses to initiative.
6. Advantage or Disadvantage
Circumstances may grant advantage or disadvantage on initiative rolls. For example, a character who is surprised has disadvantage on their initiative roll.
7. Group Initiative
Dungeon Masters may choose to have creatures in a group roll initiative as a single entity. This simplifies combat, as the entire group acts on the same initiative count. The Dungeon Master typically rolls a single d20 for the entire group and adds the highest relevant modifier among the group’s members.
Group Size |
Modifier | |
---|---|---|
2-3 | +2 | |
4-6 | +3 | |
7-10 | +4 | |
11-20 | +5 |