dnd 5e – Can a human variant take competence in the initiative?

You can not do this; The initiative is not a skill, Jack of All Trades only applies to all skill controls

The "Skills" section lists all the skills:

  • Athletics
  • Acrobatics
  • Trick
  • Stealth
  • Arcana
  • History
  • Investigation
  • Nature
  • Religion
  • Animal handling
  • View
  • Medicine
  • Perception
  • Survival
  • Scam
  • Intimidation
  • Performance
  • Persuasion

Keep in mind that nowehre on this list is "initiative" that appears as a skill. Instead, the "Initiative" section states:

When the fight begins, each participant does a skill check to determine its place in the order of the initiative.

Throwing on initiative is an unprocessed skill check, with no associated skill. Bard's Jack of All Trades feature says:

From the second level, you can add half of your competition bonus, rounded down, to any capacity check You do not include your competition bonus.

This feature applies to each and every skill check, not only to those associated with skills, so it can benefit initiative rolls even though they are not a "skill check."

This means that you cannot select the initiative as one of your competencies because the initiative is not in itself a skill.

Game design – Questions about the new initiative mechanics for a role-playing game

I am designing a new board role game. I have an idea of ​​how to handle the battle initiative and I am looking for feedback and if it sounds reasonable / viable.

  • Each character has 6 statistics: Strength, Conviction, Sanity, Dexterity, Intelligence, Charisma, Perception
  • Each character sheet has a wheel with 10 slices (like a pie chart), numbered 1 to 10 with slot 1 highlighted.
  • For each round of battle, players will roll a d20 and add their Dexterity and level. (In level 2 with Dex 4, the player adds 6 to his roll)
  • Then, the player moves a marker / pencil / whatever he wants, around the wheel of the initiative that number of spaces. Using the example statistics above, if the player rolls a 2, he moves 8 spaces around the circle. (Level 2 + Dex 4 + Roll 2 = 8 spaces)
  • If you land or pass & # 39; 1 & # 39; At the wheel, you win an action. If you pass it twice, you win an action and an interruption to use that round. (Essentially 2 actions)
  • If more than one player / NPC wins an action, who landed at the highest number on the wheel goes first. If that is tied, it goes to whoever has the highest initiative modifier. If that is tied, roll a d20 until someone rolls higher. (Or players / GM can choose who goes first)

Here are the objectives of the system over other systems:

  • Give players and NPC the opportunity to act more frequently if they are fast enough.
  • Allow the order of action to change each round, instead of using a static order established at the beginning of the battle.
  • Be simple enough so that players do not feel frustrated with the system.

Here are my questions:

  • Does it sound confusing? (I hope this ends in a book someday, so I need to write it so that it is understandable on its own).
  • How can I know if that is balanced / balanced?

dnd 5e: Is this change in the imbalance of the Magic Initiative feat?

The Magic Initiate feat says:

Choose a class: bard, cleric, druid, sorcerer, sorcerer or wizard. You learn two cantrips of your choice from the list of that class.
Also, choose a first level spell from the same list. You learn that spell and can cast it at its lowest level. Once you throw it, you must finish a long break before you can launch it again using this feat.
Your ability to cast spells for these spells depends on the class you choose: Charisma for bard, sorcerer or sorcerer; Wisdom for clergy or druids; o Intelligence for magician.

I realized that this doesn't allow you to take spells from the Paladin or Ranger classes (they don't have cantrips either, so maybe that's the reason). But I was wondering if this change would be unbalancing:

Choose a class: bard, cleric, druid, Paladin Ranger, sorcerer, sorcerer or wizard. Or you learn two cantrips and a first level spell or two first level spells from the list of that class.
You learn any chosen first level spell and can cast it at its lowest level. Once you cast one, you must finish a long break before you can launch it again using this feat.
Your ability to cast spells for these spells depends on the class you choose: Charisma for bard, paladin, sorcerer or sorcerer; Wisdom for clergy, druids or rangers; o Intelligence for magician.

This change allows two new options:
1. You can take an additional first level spell instead of the two cantrips.
2. You can choose the Paladin and Ranger classes (obtaining two first level spells).

dnd 5e – Is there any way, apart from having a Diviner friend, for a player to avoid launching Initiative at the start of a fight?

Potentially, becoming a mount would work

The rules on "Control of a mount" state:

A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules …
Intelligent creatures, like dragons, act independently.
You can control a mount only if you have been trained to accept a rider. Domesticated horses, donkeys and similar creatures are supposed to have that kind of training.

This would require that we not be an intelligent creature first. This can be achieved through a spell like Weak mind What states:

In a failed salvation, the Intelligence and Charisma scores of the creature become 1 …

Unfortunately, that would require you to save, but that is not part of the scope of this answer.

Would be also they require that we (the PC) have been trained to accept a rider. Maybe your DM can do it through training or downtime.
If there is no other potential option is to have change of form or true polymorph issued on us, which have the following text:

You retain the benefit of any feature of your class, race or other source and can use them, provided your new form is physically capable of doing so. ..

If we become a donkey or a horse or a similar creature, this may qualify us to have the training to be a horse. It would also grant is the proper anatomy of a mount.

And now, for all the reason, we want to be a mount:

The initiative of a controlled mount changes to match yours when you mount it …

Unfortunately he says that the mount initiative changes to match that of the rider, which perhaps implies that the saddle must already have an initiative, but if this is really the case it would depend on his GM.

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dnd 5e – Can you use a reaction to affect the initiative rolls?

You can use a reaction to influence initiative rolls.

Initiative (PHB 177):

At the start of each fight, you launch initiative by making a
Dexterity checking

Automatically it would become part of the combat, but there is not a single instance in the rules that requires that it can not start the combat with a reaction with the usual exception of Surprise (PHB 189):

If you are surprised, you can not move or take an action in your first
turn of combat, and you can not react until that turn

Reactions (PHB 190):

Certain special abilities, spells and situations allow you to take a
Special action called reaction. A reaction is an instant response to
a trigger of some kind, which may occur on your turn or on someone
on the contrary

If he wrote the trigger correctly, he would intervene in the fight and, therefore, he would have to launch the initiative.

Initiative (PHB 189):

When the combat begins, each participant does a Dexterity check to
Determine your place in the order of the initiative.

You could not take another reaction before it's your turn.

When you react, you can not take another until the beginning.
of your next turn. If the reaction interrupts the turn of another creature,
That creature can continue its turn to the right after the reaction.

Someone_Evil contributed to this response

System d20: Are there games in which a natural effect of 20 in the initiative has specific effects?

Almost all d20 games use a roll of d20 to determine the initiative at the start of a match. In addition, almost all d20 games have some cases in which a natural 20 receives special treatment (for example, critical hits, automatic success).

Are there interesting interesting examples of games that offer the special benefit of a natural 20 for the initiative? What is this benefit? Are there common house rules in games without that feature?

Some ideas to explain where I come from with this question: As far as I know, there are no such rules for the games I've played so far (mostly, DnD 3.5 and later). This question plays with the idea of ​​using the Savage Worlds card drawing initiative in DnD 5e, and the look of the wild card seems particularly interesting to me. If the initiative is thrown separately for each round, granting an advantage in the skill controls, saving throws and attack rolls for that round sounds like a small and unpredictable factor in a match. However, if the initiative is arranged for the whole meeting, this will surely be overloaded. I still like the general idea, so I'm looking for similar rules and rules that can inspire a good rule of the house.

dnd 5e – Should I be able to use the Gloom Stalker, Ranger, Dread Ambusher Class function when I attack before the initiative to add damage to d8 has been launched?

XGE p 42 says "at the start of your first round in combat" to describe the Dread Ambusher ability.

Performing Attack actions without (or before) the initiative has been launched is a rule of the house, since PHB p. 189 says the Initiative is launched at the beginning of the fight to determine the order of the turns, and PHB p 192 says that you take the attack action on your turn.

My group uses a similar house rule (ie, perform attack actions without launch initiative), we have a Gloom Stalker ranger in our group and that is how we have been executing it. The "spirit" of the rule we use to adjudicate the situation is that they can do it. one Terror ambush, and that's at the beginning of the fight.

(However, if they were not able to perform actions during their first turn, for example, if they are surprised, then they lose the opportunity to fear an ambush).

dnd 5e – What to do when a surprise and a high initiative roll come into conflict with the narrative?

Your interpretation of the rule is correct.

According to Chapter 9 of D & D Beyond: Combat, under Surprise,

If you are surprised, you can not move or act on your first combat turn, and you can not react until that turn ends.

After that turn ends (the surprised creature's turn), it is free to react, since the rule removes any restrictions at the end of that turn.

RAW provides (indirectly) a narrative way to analyze the sequence of events

From the same chapter, under The Order of Combat, D & D Beyond says

A typical combat encounter is a confrontation between two sides, a series of weapons movements, amputations, stops, footwork and spell casting. The game organizes the chaos of combat in a cycle of rounds and turns. One round represents about 6 seconds in the game world.

and then later under Movement and Position,

In combat, the characters and monsters are in constant movement …

Therefore, our characters are not at present just standing and waiting for their turn to move and fight. They are moving, hitting, stopping, blooming, etc., all at the same time, and the game only uses the shift system to classify everything in a useful way.

In other words, there are many maneuvers in motion that simply do not reach the mechanical rotation system. Basically, everything is happening almost at the same time, and the game only uses turns and rounds to solve it mechanically.

How does this help us?

Well, let's take your example.

A triggers the fight with an astute furtive attack, but X wins with the initiative and goes first, with B in second place and A in last place. So the scene unfolds like this.

A begins to move to attack. X, going first, realizes A and B, but since he did not perceive a threat before this, he is surprised and unable to act on this. However, X had a particularly good reaction time (represented by the high initiative) and quickly recovers from his surprise. Now he is ready for the attack.

B gets his turn. Whether they are jumping the gun, noticed the rapid recovery of X or decided to prepare an action according to the plan, they still have an initiative higher than A and, therefore, are a bit quicker to respond to events that they develop.

Now it's A's turn. At this point, A might know that his plan has been thwarted and that the surprise has been lost. They might Also keep in mind that B was a little faster to realize this and react accordingly. In any case, all this happened in the mere moments between A deciding to attack and A actually attacking, since all this happens at about the same time.

My own experience with this approach.

I have used this approach before, although not always with surprise in the game. In fact, one situation was almost exactly like the one he has described in all other aspects.

Player A starts the combat by attacking. Player B gets the highest initiative, monster X is the second and player A the last. So, I explained it by saying that, although A starts his attack, Monster X is ready for this and acts faster. Player B sees this and manages to act even faster than X, and ends up going first.

I compressed the following actions narratively in a couple of moments of who can react faster (since the round is "approximately" six seconds), and made a fairly clear narrative sequence that left both players excited, rather than the player Feeling cheated. Out of a cool moment.

Where the surprise is in effect, I explained it by saying that X hesitates before acting, since they have to find out what is going on, but they recover and collect themselves faster than the other lower initiative monsters. If X goes before the party, then I just say that when the party begins to act, X notices them and, although surprised, recovers quickly and reacts.

This has generally had the effect of making my players' enemies feel competent, rather than leaving the players stripped of their moment.

Obviously you do not have to play this way.

But if you want to use RAW to surprise yourself, and you do not want to steal the thunder from your players while you're at it, this is a good way to do it.

dnd 5e – Initiative: Do I lose my attack / action if my target moves or dies before my turn in combat?

Chapter 9 of the PHB / ground rules describes how combat actions work.

The sidebar of "Combat step by step" in the "Combat Order" section lists how the combat proceeds:

  1. Determine the surprise. The DM determines if someone involved in the combat is surprised.
  2. Establish positions. The DM decides where all the characters and monsters are. Given the marching order of the adventurers or their declared positions in the room or elsewhere, the DM realizes where the adversaries are, at what distance and in what direction.
  3. Roll initiative All those involved in combat combat launch the initiative, determining the order of the combatants' turns.
  4. Take turns. Each participant in the battle takes a turn in order of initiative.
  5. The next round begins When everyone involved in the fight has had a turn, the round ends. Repeat step 4 until the fight stops.

As you can see, it does not indicate anywhere in this macro view that it declares its actions before taking its turn.

Looking at the "Your Turn" section, we can see the types of things you can do on your turn:

On your turn, you can movement a distance up to your speed and take an action. You decide whether to move first or take your action first. Your speed, sometimes called your walking speed, is recorded on your character's blade.

The most common actions you can perform are described in the Actions in combat section. Many class features and other skills provide additional options for your action.

The Movement and Position section gives the rules for your movement.

You can give up moving, perform an action or do anything in your turn. If you can not decide what to do on your turn, consider performing the Dodge or Ready action, as described in "Actions in combat."

The section continues describing the bonus actions:

Various class features, spells and other abilities allow you to perform additional action on your turn called bonus action. […] You can perform a bonus action only when a special ability, spell or other game feature indicates that you can do something as a bonus action. Otherwise, you do not have a bonus action to take.

And another activity on your turn:

You can communicate as you can, through brief expressions and gestures, as your turn comes.

You can also interact with an object or characteristic of the environment for free, either during your movement or your action. For example, you can open a door during your movement while advancing towards an enemy, or you can draw your weapon as part of the same action you use to attack.

If you want to interact with a second object, you need to use its action. Some magical objects and other special objects always require an action to use, as indicated in their descriptions.

And even reactions:

Certain special abilities, spells and situations allow you to perform a special action called reaction. A reaction is an instantaneous response to a trigger of some kind, which may occur in your turn or in that of another person. The opportunity attack, described later in this section, is the most common type of reaction.

… But as you can see, none of these rules states that you must declare the action you intend to take at any time; it only says that you take them (some at any time, others when a certain condition is met or when a characteristic / spell allows you to take them).

Later, in the "Movement and position" section, it tells you how the movement works:

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you wish on your turn, following the rules here.


He can break his movement on his turn, using some of his speed before and after his action. For example, if you have a speed of 30 feet, you can move 10 feet, act and then move 20 feet.

You can even move between the attacks:

If you perform an action that includes more than one weapon attack, you can divide your movement even more by moving between those attacks. For example, a fighter who can perform two attacks with the Extra Attack function and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet and then attack again.

Once again, there is no mention of declaring your actions.

As you can see, there is nothing in the rules that requires you to declare your actions in advance, simply do the things you want to do in your turn, if you have the motion, the action or the bonus action (or any other resource you take) . ) available to do so.

Rules designer Jeremy Crawford unofficially confirms this fact on Twitter:

The D & D combat is sequential, without an action declaration phase at the beginning. Your turn can also be interrupted by someone's reaction. Such an interruption could, among other things, incapacitate him, which means that his intention to take some action was never fulfilled.

Add, in response to a question about the combat order.:

There are, in fact, tons of flexibility in how certain things can be ordered in combat. But if one thing is conditioned to another, they must happen in order, since the intention has no weight in the rules of engagement, since it could be interrupted at any time and incapacitated.

He repeats it here:

D & D combat does not have an action declaration phase. Things happen in order, and can be interrupted at any time by a reaction, a trap or something similar. You can say: "I plan to take the Attack action", but that has no relevance to the rules until you are taking the action.

And once again, in response to a question about the Monk's Coup Fugue.:

In D & D, the way you take action in combat is actually taking the action. There is no declaration phase of actions. Flurry of Blows occurs after the attack action, which means the action itself, not a statement that you will take the action.