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D&D Combat Crash Course: How Your Turn Works

  • Dec 2, 2025
  • 4 min read

Updated: Dec 4, 2025

So you've rolled initiative, the battle music kicks in on Spotify, and suddenly it's YOUR turn. Exciting, but also a little intimidating right?



Luckily for us both, combat in D&D isn't rocket science; it's more like tactical improv theater where everyone gets to bonk things with maces. This beginner-friendly guide to D&D 5e combat will walk you through everything that happens on your turn, from rolling initiative to making your final attack. Once you understand the basic structure of actions, bonus actions, and reactions, you'll be making big brain moves in no time!


Let's dive in!


Your turn is like a delicious pie, sliced neatly into three distinct parts: action, bonus action, and movement. Occasionally, you can add a reaction (the whipped cream on top) but that's only under certain circumstances.


Action: attacking, casting a spell, dodging, disengaging, or dashing.

Bonus Action: smaller, quicker moves; some spells or special class abilities fit here.

Movement: running, climbing, swimming, or dramatically diving behind a tavern bar for cover. This action is flexible since you can use a small amount, all of your movement (to get as close to or as far from your enemy as possible), or hang tight where you are.

Reaction: this is a special instant response. You might use this outside your turn in the form of an opportunity attack (like swinging at an enemy who tries to run away from you) or quickly throwing up a magical shield (Shield spell).


Breaking it all down

Every turn in D&D 5e combat follows the same basic structure: your movement, your action, and your bonus action.


Movement is exactly what it sounds like. Most characters can move up to 30 feet on their turn, though this varies by species and class. You don't have to use all your movement at once, so you can move 10 feet, take an action, then move your remaining 20 feet.



Your action is where you'll spend most of your mental energy deciding what to do. You have several options here, but the most common are attacking, casting a spell, or taking one of the special combat actions like help or dodge.


Bonus actions are special abilities that some classes and spells grant you. Not everyone bonus actions every turn, so make sure you check your actions and bonus actions BEFORE you're up next in initiative order.


Aaaaand ACTION(S)!


When it comes to your action, you've got more choices than just "bonk the bad guy with my mace" (though that's totally valid too).


Attack: whether you're swinging a maul or firing a crossbow, this is how you deal damage. Some classes get multiple attacks as they level up, but everyone starts with one attack per attack action.


Would going Super Saiyan be a bonus action or count as entering a rage?

Cast a Spell: everything from healing your allies to setting enemies on fire. Though, be sure to check your spell's casting time; most are one action, but some might be bonus actions or even longer.


Dash: extra movement equal to your speed. Feeling too far from the action? Dash to double your movement for the turn.


Dodge: makes you slightly harder to hit until your next turn. Attacks against you have disadvantage, and you make dexterity saving throws with advantage.


Help: gives an ally advantage on their next ability check or attack roll against a target within 5 feet of you.


Hide: lets you attempt to become unseen, assuming you have something to hide behind. You'll need to beat an enemies' passive perception with a stealth check.


Ready: allows you to prepare an action to trigger when some specific conditions are met. Example: "I ready sorcerous burst for when Cultist B rounds the corner before my next turn."


How to make smart combat decisions

The key to good combat is making decisions that help your party succeed.


Image of the Heady Bard free D&D 5e combat quick reference sheet printable

Consider your position in combat


  • Are you a squishy spellcaster standing next to a hill giant? Maybe dash away instead of casting that damage spell.

  • Is your fighter ally surrounded by enemies? Help them out instead of making your own attack.


Pay attention to what your teammates are doing


  • If the rogue is trying to get sneak attack damage, position yourself to flank the enemies.

  • If someone's unconscious, try using your action to stabilize them with a medicine check.


Don't forget about your environment


  • That chandelier hanging over the enemies might be more valuable than your sword attack. Ask your DM if you can interact with objects in the area during combat and you may be able to change your aim from the enemy to that sus chandelier for more damage ...


Communication is Key


  • You can ask your DM questions, strategize with your party (briefly), and think out loud about your options.


Download my free combat quick reference sheet here (or by clicking on the image above) that covers everything in this post.

 
 
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