Running D&D 5e Combat: Initiative, Actions, Conditions, and HP
D&D 5e combat is structured, fast once you know the rhythm, and richly tactical when played well. The loop is straightforward: roll initiative, take turns, apply damage, track conditions, repeat until one side is out of action. This guide covers each part of that loop with practical tips for keeping the table moving.
Initiative: setting the order
Initiative determines the order everyone acts in each round. At the start of combat, every participant rolls a d20 and adds their Dexterity modifier. The GM rolls once per group of identical monsters, or once per unique creature. Everyone acts from highest to lowest, cycling through the order until combat ends.
Ties break by comparing Dexterity scores, and if that ties too, the GM decides. A useful trick: let players choose among themselves who goes first when they tie with each other. Keep the order visible, on a whiteboard, a digital tool, or tent cards, so players can plan their turn before it arrives.
The action economy
Each turn a character gets one Action, one Bonus Action if an ability grants one, and Movement up to their speed. They can also take one Reaction per round, an immediate response to a trigger like an Opportunity Attack or the Shield spell.
| On a turn you get | What it covers |
|---|---|
| Action | Attack, cast a spell, Dash, Disengage, Dodge, Hide, Help, or use an object. |
| Bonus Action | Only when a specific ability, spell, or item grants one. One per turn. |
| Movement | Up to your speed, split before and after your action. |
| Reaction | One per round, off-turn, in response to a trigger. |
Keep bonus actions tight
It is a common mistake to let players take generic bonus actions. There is no default bonus action. A character only gets one when a spell, feature, or item explicitly says so, which keeps the game's balance intact.
Track your monsters the same way. Legendary monsters get Legendary Actions at the end of other characters' turns, which is how the rules stop a powerful solo creature from being buried by a large party's action advantage.
Conditions
Conditions are standardized status effects that change how a creature behaves. The rules define fifteen: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and Unconscious.
Each has precise effects. Prone gives melee attacks against the target advantage and ranged attacks disadvantage. Poisoned gives the creature disadvantage on attacks and ability checks. Stunned incapacitates it, auto-fails its Strength and Dexterity saves, and hands attackers advantage, which makes it one of the most powerful conditions in the game. Track them visibly, because forgetting a condition mid-fight is common and swings the balance either way.
Tracking HP
Every creature has a Hit Point maximum and a current total that drops as it takes damage. Players track their own HP; you track the monsters'. You do not have to share monster HP. Narrate injury instead, "the orc is breathing hard, one arm hanging limp," to signal how close a creature is to dropping.
Monsters use the average HP in their stat block for simplicity, or you can roll for variance. For bosses, adding HP beyond the average helps them last long enough to feel threatening.
When a character drops to 0 HP they fall Unconscious and roll Death Saving Throws at the start of each turn: 10 or higher succeeds, 9 or lower fails. Three successes stabilize, three failures mean death. A natural 1 counts as two failures; a natural 20 restores 1 HP and consciousness at once.
Keeping combat moving
Combat slows when players take too long to decide. Set a gentle expectation early: when your turn starts, you should already know what you want to do. If a player stalls, give a soft prompt like "the goblin is charging right at you, what do you do?" to move things along. Resolve monster turns quickly, and read special abilities aloud so everyone follows what just happened.
"You hit for 8 damage" is mechanically complete but dramatically flat. "Your blade finds a gap in its armor and the creature staggers back" keeps combat a story, not a math problem.