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Initiative

The initiative step sets the order of everyone's turn throughout the encounter. Each participant makes an ability check to determine their place in the initiative count, from the highest check total to the lowest. This ability check is typically Dexterity. The Narrator might determine that one or more participants should instead roll a different ability check, potentially utilizing a relevant skill or tool (see Table: Types of Initiative). In the event of a tie, the tied participants each roll a d20 to determine the order amongst themselves (the highest roll goes first.)

If any creatures have already made an ability check during the surprise step, they use that existing score for initiative.

Ability Situation
Wisdom (Perception) Spotting a hidden threat
Strength (Athletics) Climbing a cliff during a landslide
Charisma (Deception) Being unassuming before suddenly taking action
Wisdom (Insight) Noticing when an unassuming participant is about to take action
Dexterity (Land Vehicles) Participating in a wagon race