Initiative And Turn Order

Combat

Initiative sets the order of action when timing matters. Once initiative is rolled, combat proceeds from highest result to lowest, with each creature taking a full turn before the next creature acts.

Initiative is about order, not momentum. A high roll lets you act earlier in the round, but it does not grant extra actions or change what your turn can contain.
01

Determine Surprise

If one side catches another off guard, only the creatures aware of danger can act in the surprise round.

02

Roll Initiative

Each creature rolls a Dexterity-based initiative check unless a feature changes the formula.

03

Take Turns

Creatures act in initiative order, using movement, actions, bonus actions, and reactions as allowed.

04

Start a New Round

After the last creature acts, the round ends and the same order repeats until combat does.

Ties are resolved simply. If a tie matters, the DM can decide the order, or tied players can choose among themselves. The important thing is to establish a stable order and keep moving.

Surprise is not a full extra round. A surprised creature cannot act during the surprise round. After that, everyone joins the regular initiative order as normal.

Reactions ignore the normal turn boundary. A creature can use a reaction when its trigger occurs, even if it is not currently that creature’s turn.

Effects that last until the start or end of a turn care about initiative order. Tracking the exact order becomes especially important once ongoing effects and reactions begin to overlap.

When does a round begin?

A round begins with the first creature in the initiative order and ends after the last creature finishes its turn.

Does delaying exist?

The 2024 D&D combat flow does not use a formal delay action. The main timing tools are readiness, reactions, and turn order itself.