DM Bahamut's (Revised) Initiative

When rolling for initiative, roll the dice that corresponds to the action you plan to make during that turn at the beginning of every turn. Initiative begins from highest to lowest, just like standard 5th edition.

Action Type Die Object Interaction 1d20 Dash, Disengage, Dodge, Unarmed Attack 1d12 Attack (Light Weapon), Use an Object, Cast Cantrip 1d10 Attack (Medium Weapon), 1 component spell 1d8 Attack (Heavy Weapon), 2 component spell 1d6 Search, Hide, 3 component spell 1d4 Incapacitated 1 Help, Ready, Improvised Action Special

Modifiers Result Change action Roll new action die and subtract from current initiative; lose Reaction Alert feat or magic Add relative modifier to roll Advantage / Disadvantage Roll dice twice

Special Situations

Changing your mind. If during combat, you decide to change your mind and take a different action that you are capable of, subtract the new die to your current initiative. You go later on in the round, but at least you still get to go. This also counts as your Reaction, since you are reacting to something and changing your action.

Bonuses to Initiative. If you have the Alert feat or other bonus to your base initiative, then add the relative modifier to your rolled initiative.

Readying an Action. NOTHING CHANGES. Roll the die as normal for the action you want to take and your "ready action" resolves on that initiative count. If you are not fast enough to intercept a creature that moves before you do, then refer to "changing your mind". You can't "change your mind" to ready an action because changing your mind uses up your reaction.

Durations. If it lasts one round, then it lasts until the end of the current round. If the duration lasts until the start or end of another creature's turn, then it lasts until the start or end of their next turn.

Ties. In the case of a tie with PC vs PC, they decide who goes first or you can decide based on who has the higher Dexterity score. For PC vs Monster, whoever has the highest ability score in that attack goes first. If they are still tied, roll again.