Combat,
Resolved.
A glance-and-go reference for players and DMs. Every fight comes down to one question — start there, follow the colour, roll the dice.
What kind of roll is this?
Almost every moment of confusion at the table dissolves the instant you answer this. Three paths, three colours — pick one.
The three rolls
Name which one you're making before any dice hit the table. Compare to AC or DC — and remember the spell card always overrules your sheet.
Attack
→ hit, then roll damage
< AC → miss · no save
- Swords, maces, daggers
- Crossbows & bows
- Fire Bolt, Guiding Bolt
- Opportunity attacks
Save
→ success
spell text says what each does
- Burning Hands, breath
- Command, charms
- Poison & traps
- Most area effects
Check
→ success
else fail / partial
- Force a door
- Search a room
- Track footprints
- Persuade / intimidate
Your turn, in order
One move, one action, and a bonus action only if something grants you one. Walk it top to bottom.
- Start of turnConditions tick, effects you started fire.
- Read the battlefieldWhat can I see? How far? Am I in melee?
- MoveUp to your speed — split it around the action.
- ActionAttack, cast, dash, dodge, help…
- Bonus actionOnly if a feature explicitly grants one.
- ReactionOff your turn — opportunity attack, shield, etc.
- End turnSay "that's me" so the table can move on.
The action menu
Before you roll, in Roll20
- Pick the target and know your bonus.
- Say the roll type out loud — attack, save or check.
- Roll the d20 and add the modifier.
- Compare to AC or DC. Equal succeeds.
- Narrate the hit and read the damage.
Running an encounter
The same seven beats every fight, from the moment swords come out to the moment the dust settles.
Set the scene
Where, who, lighting, cover.
Awareness
Who's hidden or surprised?
Initiative
Everyone rolls; order the turns.
Run the round
Turn by turn, top to bottom.
Resolve
Attacks vs AC, saves vs DC.
Track
HP, conditions, who's down.
Continue
Next round, or wrap the fight.
Make monsters feel alive
Initiative, without the headache
Movement & positioning
It's squares, not maths. One square is five feet — count squares and you'll never stall the turn.
Speed in squares
| Speed | Squares | Note |
|---|---|---|
| 25 ft | 5 | dwarves, small folk |
| 30 ft | 6 | most heroes |
| 35 ft | 7 | and split it freely |
Opportunity attacks
Spellcasting
A spell either rolls to hit you, or makes you roll to resist. The card tells you which — always read it before the dice.
Spell attack
The caster rolls against your Armour Class, exactly like a weapon.
e.g. Fire Bolt, Guiding Bolt, Chromatic Orb.
Save spell
You roll a saving throw against the caster's spell save DC.
A pass often still takes half — read the card.
Casting ability by class
| Ability | Classes |
|---|---|
| INT | Wizard |
| WIS | Cleric, Druid, Ranger |
| CHA | Bard, Sorcerer, Warlock, Paladin |
Slots, healing & the version trap
Twelve traps to avoid
The mix-ups that stall a table mid-fight — and the one-line fix for each. Nine of them vanish the moment you name the roll out loud.
The pocket reference
Everything on one screen. Glance, confirm, roll — then get back to the story.
Attack
≥ AC → hit, roll damage
< AC → miss · no save
Save
≥ DC → success
card says what each does
Check
≥ DC → success
< DC → fail / partial
Movement
25 → 5 · 30 → 6 · 35 → 7
split allowed
Opportunity
→ one melee attack vs AC
Disengage prevents it
Ranged in melee
→ disadvantage
incl. ranged spell attacks
Spell slots
hit or miss
a missed spell still burns it
Healing
overflow is wasted
temp HP doesn't stack → higher
Nat 1 & 20
20 → auto-hit + crit
only on attack rolls
Your turn, in one breath
Move X ft → here (provoking?)
Action: attack / cast / dodge / help…
"I rolled X — if it hits, Y damage."
Bonus action? (only if granted)
"That's me — ending my turn."
DM's Roll20 screen
- Map with the grid switched on.
- Monster stat block, popped out.
- Adventure notes alongside.
- Initiative & HP tracker.
Equal succeeds.
Match the number and you're in — on attacks, saves and checks alike. Name which of the three rolls you're making, compare to AC or DC, and remember the spell card always overrules this sheet.
Now roll the dice.