Initiative
Initiative determines who acts first in combat. When combat begins, all participants roll initiative to establish the turn order for the encounter.
How It Works
At the start of combat:
- Each participant rolls a d20 and adds their Initiative modifier.
- The GM ranks all results from highest to lowest.
- Combat proceeds in this order, cycling through each round.
Initiative Roll = d20 + Initiative modifier
Calculating Initiative Modifier
Your base Initiative modifier equals your Dexterity modifier:
Initiative = Dexterity modifier + bonuses
Bonuses to Initiative
Various sources can improve your Initiative:
| Source | Bonus |
|---|---|
| Dexterity modifier | Varies |
| Alert feat | +5 |
| Class features | Varies |
| Magic items | Varies |
Resolving Ties
When two or more combatants have the same Initiative roll:
- PCs vs. Monsters: Players choose who goes first among tied PCs; GM chooses for monsters.
- PC vs. PC: Compare Dexterity scores; higher goes first. If still tied, flip a coin.
- Monster vs. Monster: GM decides the order.
Special Initiative Rules
Surprise
If one side surprises the other, surprised creatures cannot act during the first round of combat. They still roll initiative, but skip their first turn.
Delaying
You can choose to delay your turn, acting later in the initiative order. Your new position becomes your initiative for the rest of the combat.
Readying an Action
Instead of delaying, you can ready an action with a specific trigger. When the trigger occurs, you use your reaction to take the readied action.
Why Initiative Matters
A high Initiative allows you to:
- Act before enemies, potentially eliminating threats early
- Position yourself advantageously before foes can react
- Apply buffs or debuffs before combat fully engages
- Control the battlefield before enemies establish their positions