Initiative

Initiative determines the order of turns in combat. Roll d20 + Dexterity modifier at the start of combat to establish turn order.

Rolling Initiative

At the Start of Combat:

  • Everyone rolls d20 + Dexterity modifier
  • Higher results go first
  • Ties: Compare Dexterity scores, or the DM decides

Formula: d20 + Dexterity modifier + any bonuses

The Initiative Order:

  • Established at the start, remains the same throughout combat
  • Creatures act in order from highest to lowest
  • After the lowest initiative, return to the highest
  • Each pass through is one "round" (~6 seconds)

Initiative Bonuses

Class Features:

  • Bard (Jack of All Trades): +half proficiency
  • Barbarian (Feral Instinct): Advantage on initiative
  • Ranger (Dread Ambusher): +Wisdom modifier
  • Fighter (Champion 7th): +half proficiency

Feats:

  • Alert: +5 to initiative, can't be surprised

Magic Items:

  • Weapon of Warning: Advantage on initiative
  • Various items grant bonuses

Spells:

  • Gift of Alacrity: +1d8 to initiative

Surprise

What Is Surprise?

  • When one side is unaware combat is starting
  • Determined by comparing Stealth vs. passive Perception
  • Surprised creatures can't act on their first turn

How Surprise Works:

  • Everyone still rolls initiative
  • Surprised creatures can't move, take actions, or reactions until their first turn ends
  • After their turn ends, they can use reactions normally

Important:

  • There's no "surprise round" - just the surprised condition
  • Some creatures may be surprised while others aren't
  • Alert feat prevents being surprised

Initiative Variants

Side Initiative (Group Initiative):

  • All PCs act on one initiative, all monsters on another
  • Faster but less tactical
  • Can create "alpha strike" situations

Passive Initiative:

  • 10 + Dex modifier (no roll)
  • Speeds up combat start
  • Less exciting but consistent

Delaying:

  • Not in RAW 5e
  • Use Ready action to act later with a trigger
  • Some DMs allow delaying as a house rule

Common Mistakes

Common Mistake
Forgetting Dexterity modifier on initiative
Common Mistake
Thinking there's a 'surprise round' (there isn't)
Common Mistake
Not realizing surprised creatures can react after their turn
Common Mistake
Trying to delay initiative (not RAW in 5e)

DM Tips

DM Tip
Pre-roll monster initiative for faster starts
DM Tip
Group identical monsters on one initiative
DM Tip
High Dex characters should feel rewarded with early turns
DM Tip
Alert feat is very powerful - it's working as intended