Skip to content

Initiative & Surprise 🎲

🕒 Initiative: Determining Turn Order

  • At the start of combat, everyone rolls a d20 + Dexterity modifier.

  • Highest to lowest determines who acts first.

  • Ties are broken by Dexterity score (or the DM decides).

  • Once set, this order repeats every round until combat ends.

Example:

  • Rogue rolls 18 (acts first)

  • Orc rolls 14 (second)

  • Wizard rolls 10 (third)

  • Goblin rolls 7 (last)

Turn order keeps combat fair and structured — but going first can mean the difference between landing a killing blow or being caught flat-footed. ⚔️


😲 Surprise: Catching Foes Off Guard

Surprise occurs before initiative if one side catches the other unaware.

How it’s decided:

  • DM compares attackers’ Stealth checks vs defenders’ Passive Perception.

  • If you fail to notice an enemy — you’re surprised.

If you’re surprised:

  • You can’t move, act, or take reactions on your first turn.

  • After that first round, you can act normally again.


💀 Why Surprise Matters

Surprise gives attackers a free opening strike while their enemies do nothing.

  • Ideal for Rogues, Assassins, and other ambushers.

  • Many abilities (like Assassinate) rely on striking before the enemy acts.

Example:

  • The Rogue hides behind crates and wins initiative.

  • The guards are surprised and can’t react.

  • Rogue attacks with advantage and lands Sneak Attack damage
    easily dropping a target before combat truly begins. 🗡️


⚡ Tips for Maximizing Surprise

  • Use terrain for cover before combat.

  • Coordinate with allies — let the stealthiest initiate.

  • Communicate quietly and signal when to strike.

  • Spells like Silence or Invisibility can enhance surprise setups.