A critical hit is one that does significantly more severe damage to the target's HP. Usually these occur from a natural 20 on an attack roll. Some skills allow critical hit damage without a natural 20.
NOTE: Your critical hit range is not the same as the "20 always hits". For example, a Fighter Champion subclass "Improved Critical" allows you to critically hit on 19-20, but if your attack modifier was +5 and the target's armor class was 20 and behind 3/4 cover (another +5), your roll of a 19 (+5) = 24 will still miss.
When calculating damage for a critical hit, take the dice used for rolling damage and double those dice. Added numbers are not doubled. (For example, 1d8+1d6+3 would become 2d8+2d6+3 on a critical hit.) Additionally, any of these dice that roll a '1' are instead counted as if they rolled the highest number (so on a d8 a 1 becomes an 8).
Typically this will be all that is done with a critical hit, but in some cases the GM may choose to have you roll your attack again and if the attack again succeeds on that after-critical-hit roll, an injury may be incurred as determined by the main type of damage (see tables for Injuries).
Half cover provides +2 AC, three-quarters cover provides +5 AC. If an attack misses a creature only due to an AC bonus from cover, the attack hits said cover. If that cover was another creature, that creature may suffers the effects of the attack if it overcomes its AC.
Medium shields are the default (+2 to AC, can bludgeon for 1d6).
Small shields (buckler, targe) add +1 to AC (+2 if DEX is 16+) and bludgeon for 1d4.
Big shields (kite, pavese) add +3 AC but give disadvantage on DEX checks & saving throws.
When attacking with advantage and using a weapon tagged as "Lethal" and both die rolls hit
if the damage die rolls its maximum (e.g. 8 on 1d8) then add to that an additional die roll (+1d8) and repeat (no limit on repeats if max rolled).
When attacking with a weapon tagged with "Cleave" and the attack roll would hit a second target within 5 feet of the original target (hit its AC),
the 2nd target receives base weapon damage as rolled (no ability modifier /bonuses /sneak /smite /mark /etc.)
When you attack a creature that cannot see you, you have advantage on the roll. If you were unseen because of successful use of "Hide" then you give away your location at the end of that attack (so additional attacks will not have advantage from being unseen).
When you attack a target you cannot "see" you have disadvantage on the roll and if you cannot even determine its actual location, then you automatically miss.
(See also: Conditions, Vision & Lightning )
Surprise rules apply when the target of an attack does not foresee (any) threat (and are therefore off guard).
This is usually because of an ambush scenario, where attackers often also benefit according to the "Unseen" rules above, but there may be other clever deceptions that can result in surprise, even without being unseen if the target does not perceive a threat. For example, being distracted or a sudden break-in. Surprise may be applied on an individual (not party) basis.
Combat begins: Everyone (surprised or not) rolls initiative and takes turns in initiative order.
Surprised creatures cannot Move or take Actions or Bonus Actions or make Reactions until the end of their first turn.
At the end of a creature's first turn in combat, they cease to be "surprised".
Surprise itself does not give advantage on attacks, but many scenarios will consider the attackers as "unseen".
Note the time it takes to perform the following if caught unready (more than a few Actions means unlikely able to benefit):
Don (put on) armor: Light (1 minute/10 rounds), Medium (5 minutes), Heavy (10 minutes)
Doff (take off) armor: Light (1 minute), Medium (1 minute), Heavy (5 minutes)
Ready or put away shield: 1 Action
(From Xanathar): Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest. When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die) and MP pool. If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
Independent (not controlled), untrained or intelligent mounts have their own initiative and take all actions normally. Controlled trained mounts act on your initiative and can choose an action from: Dash, Disengage, or Dodge. In all cases, movement provoking opportunity attacks allows targeting either you or the mount, assuming the attack can reach you. See also the Cavalry Master in the lists of Feats.
If your mount is moved against its will, make DC 10 DEX save or thrown prone 5 ft from the mount. If your mount is knocked prone, you can dismount with your reaction (and land 5 ft from the mount) – if you do not or cannot do this, you land prone within 5 ft of the mount. Other disruptions can require a STR (Athletics) check to remain mounted.
Lack of a saddle may impose disadvantage situations. A military saddle gives advantage to checks to stay mounted. Barding armor costs 4x gear and is 2x the weight. Lances can be used one-handed while mounted.
This form of combat allows you the benefit of having two weapons at the ready and the option of either from which to make your attack. You can engage in two-weapon fighting with weapons with which you are proficient, and
using a light melee weapon in each hand (if using DEX/finesse attacks or Strength less than 13),
a one-handed non-Heavy melee weapon in your main and a Light melee weapon in your off-hand (requires Strength 13+, must be STR-based attacks).
Additional Attack: When you use your Action to attack with the weapon in your main hand, you can use your Bonus Action to make an additional attack using the weapon in the other hand. Damage from the weapon in your "opposite hand" will not add your ability (STR or DEX) bonus (unless negative) to damage. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
(Some of the restrictions are reduced by Fighting Style: Two-Weapon Fighting and Feat: Dual-Weapon Expert).
Discussion: Two Weapon Fighting is debated on Reddit, etc. - I considered analyses such as this and this in these mechanics.
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you, and it within your reach.
A grapple is not an attack, it is a contested check (you roll and target rolls):
grappler STR (Athletics) or DEX (Acrobatics) vs. target's STR (Athletics) or DEX (Acrobatics) (best)
If the grappler's roll is higher,
the target is grappled (by the free hand / device of the grappler) and
the target's Speed = 0 while grappled (note combined with Prone, cannot stand up)
If the target is smaller than the grappler, the grappler has advantage. (If larger, disadvantage).
If another attacks grappler+target, Disadvantage unless Light/Natural weapon (or don’t care who is hit).
Escaping a Grapple. A grappled creature can use one Attack as an action to escape. To do so, it must succeed on:
escaper STR (Athletics) or DEX (Acrobatics) vs. grappler STR (Athletics) or DEX (Acrobatics) (best)
The grappler must expend its first Attack action (no check needed) to maintain the hold or target is let go.
Any time a creature escapes a grapple, it can use its reaction to opportunity attack the grappler.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
After falling, or being knocked to the ground, you are "prone" (hands and knees) or "supine" (laying flat). These are the effects of being in that state:
Moving: You must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.
Combat: You have disadvantage on attack rolls, and creatures attacking you have advantage if within 5 feet of you (but more than 5 feet they will have disadvantage).
Standing Up: Rising from a throw or fall is a difficult thing in the heat of battle. It takes training and skill to do so very quickly and even more so when faced with an aggressive adversary.
You must spend half your Speed to attempt to stand up from prone.
Standing provokes an opportunity attack from all threatening creatures in reach.
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects fully immersed in water have resistance to fire damage.
Help a selected ally attack selected enemy within 5 feet of you on ally’s next attack made before your next turn. The 5 ft range can be accomplished with flyby ability. Also: help selected creature with physical ability check. Help grants the ally advantage on that next, single attack or ability check.
Ready: use up your reaction for triggered action/move (state beforehand as "IF this THEN that").
(1:IF) describe the triggering situation,
(2:THEN) describe the readied action (if attack: you will only get one), help and/or movement.
If the trigger does not happen before the start of your next turn, it is lost.
Hide as an action on your turn (or some features allow Bonus Action)
requires using terrain/cover (3/4) or visual conditions (invisibility, dim light/darkness, fog, etc.)
attacking reveals your location, but attacking from successful Hide gives advantage.
attacking a target Hidden to you is made with disadvantage.
To Hide, roll Stealth vs. DC of passive Perceptions, modified by usefulness of cover and visual penalties or non-penalties (such as darkvision vs. dim/darkness).
If you must leave what you are using to hide (cover, darkness, etc.) to attack, and the target is alert (combat, looking), you will automatically fail the check against their perception and no longer gain the benefit of attacking from being hidden.
You can charge forward to close the distance and strike your enemy. (In addition to the Move on your turn), as your action, you can move up to your speed towards an enemy and make a single attack against one enemy in reach at the end of that move (like a Dash-attack).
If you make a ranged weapon attack, you have disadvantage on the attack roll.
Attack rolls against you have advantage until the beginning of your next turn.
Using an Attack action, with a free hand, you can make a special melee attack to push a creature (ally or enemy) that is within your reach and no more than one size larger than you. If you can make multiple attacks with the Attack action, this attack replaces one of them.
Instead of making an attack (this is an opposed roll using an attack spot, but NOT an attack - cannot "crit"):
Strength (Athletics) vs. [target's Strength (Athletics) or Dexterity (Acrobatics)]
If you win the contest, you can either
knock the target prone or
push the target 5 feet away from you (including cleverly using terrain hazards).
You have advantage on this check if you are larger than the target, or disadvantage if you are smaller.
Being shoved does not provoke opportunity attacks (which are always and only the result of your own movement, action, bonus action or reaction).
You can use your action to defend yourself behind a Medium (+2) or Big (+3) sized shield:
You gain additional half cover (additional +2) bonus to AC, but automatically fail dexterity saving throws.
You can make one single attack (and with disadvantage).
Formation: (Using a Big shield and between two others using a Big shield who are also shielding): you gain 3/4 cover (+5 to AC) and still automatically fail dexterity saving throws.
The shielding effect will be broken if you move or attack more than once.
Within 5 ft of a willing mount at least one size larger than you, with appropriate anatomy, spend half your Speed to mount or dismount.
If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might. As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb.
To do so, you must move into 5 feet of the target creature and use your action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If you win the contest, you successfully move into the target creature's space and cling to its body. While in the target's space, you move with the target and have advantage on attack rolls against it.
The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to the DM's discretion.
The larger creature can dislodge the smaller creature as an action — knocking it off, scraping it against a wall, or grabbing and throwing it — by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
As part of your Move, you can also jump by first moving 10 feet.
If you do not first move 10 feet (including jumping from standing), you jump only half the distances below.
You may have to clear obstacles (Athletics DC ~10) or land on difficult terrain (Acrobatics check DC ~10).
Long jump = Strength score (not modifier) feet
High jump = 3 + STR modifier feet
Magical spells, items, and class abilities may alter the distances and conditions for jumping.
Each Round (6 seconds) you have one Turn.
Turns are taken in the order of Initiative.
On your Turn you can
Move (your Speed in feet) AND
take one Action
(and perhaps) one Bonus Action and simple activity (like close a door).
You can move your Speed in feet all at once or split it up before/after other things like attacks.
Taking "Dash" as your Action lets you move your Speed in feet again (but not have an Action).
Each foot you Jump costs a foot of movement, so you cannot jump further than your Speed (and may require use of Dash if you can jump farther than your Speed).
Attack = You attack with a weapon (higher levels this may be more than one attack).
Cast a Spell (Note added attacks do not mean you can cast more than one spell.)
Disengage = Your movement that round will not open you to opportunity attacks.
Dodge = Make attacks against you have disadvantage until your next turn.
For Help, Ready, Hide actions see above section.
For First Aid (Stabilize Wounds) see Healing page.
Every time you try to do something you roll a d20 and add a specific bonus based on how good you are at it. The total then must be at least the "DC" (difficulty check) based on how hard it is to succeed.
Saving Throws: when you want to resist or survive something, the check is called a "saving throw".
Skill Checks: tests for things like jumping (Athletics).
Attacks: do I hit the target? The DC for attacks are the AC ("armor class") of the target, which may be higher if they are hiding behind "cover".
A naturally rolled 20 will always succeed, no matter the difficulty (but within the capabilities of the skill or attack). Similarly, a naturally rolled 1 will always fail.
When you are favored to succeed, you get to "roll with advantage" which means you roll two d20 dice and use the higher roll (and ignore the other).
You can also be favored to fail, which is called "disadvantage" and in that case you roll two d20 dice and use the lower roll (and ignore the other).
Once per Round you may make a Reaction (on and interrupting someone else's Turn).
A Reaction is like a mini-Turn, but very specifically limited in what you can do.
Reactions require an exact "trigger" (like "I take damage").
When you make a Reaction, you cannot make another until the start of your next turn.
Technically, a reaction is a different turn than your turn, which may allow some abilities to be used twice in a single round.
An "Opportunity Attack" is a Reaction where a target moves away from you (from being in reach to out of reach)
this gives you a single "free" physical attack against that enemy as it exposes itself
the attack happens just as it leaves your range
this does not happen if the target is using the Disengage action
this only happens when the target uses its own movement (not forced movement like from Shove or Thunderwave).