D&D Terminology: Turns and Rounds

One of the slightly more confusing things in this edition of Dungeons & Dragons is the distinction between a “turn” and a “round”. I’ve seen many players not quite understand how they are different and, as many abilities refer to them, it seems appropriate to just remind people what they mean.

Unfortunately, “round” is used in two or three different manners, so it isn’t as easy as it first looks.

The simple definition:

Combat is divided into rounds. A round consists of each combatant taking one turn. Once each combatant has had its turn, the round is over, and the next round begins.

Here’s a couple of examples where the definition of turn is important:

The Rogue’s sneak attack ability can be used once per turn. This means that if a Rogue hits twice on their turn, the sneak attack damage can only be applied to one attack. However, if, on the Fighter’s turn, the Fighter uses an ability that allows the Rogue to make an attack, the Rogue gets sneak attack on the damage even if they used it on their turn. The reason? Despite being in the same round, the Fighter and Rogue have separate turns.

The Cleric/Wizard casts shield of faith on their turn using a bonus action. By the rules of spell-casting, the only other spell they can cast that turn must be a cantrip with a casting time of one action. However, when the Ogre attacks the character on the Ogre’s turn, they can cast shield as a reaction – it’s no longer the same turn.

Pay attention to what the ability actually states: round or turn.

Now, for the bit that confuses people.

A round has two meanings. Its basic meaning is the round of combat where everyone gets to act once (Let’s call this a “battle round”). When used in a spell duration, it typically means “until it is your turn again”, although whether it means “until the start of your next turn” or “until the end of your next turn” depends on the spell’s description. (Let’s call this a “personal round”).

Thus, guiding bolt has a duration of “1 round” and lasts until the end of your next turn. Chill touch has a duration of “1 round” and lasts until the start of your next turn.

The strangest example is shield. It has a duration of “1 round”, but ends at the start of your next turn. However, as you typically cast it on an opponent’s turn, it won’t last an entire round. Imagine a turn order of Ogre, Rogue, Fighter, Goblin, Orc, Wizard. The Wizard casts it to defend herself against the Orc’s attack… and then the spell ends. However, if the spell were cast against the Ogre, it would continue through the goblin and orc’s attacks, until the Wizard had her turn again!

So, be aware of the difference between the two uses of “round”.

Two other things of note:

In previous editions, we’d often say “At the start of each round” or “At the end of each round”. It’s a usage that, if you’re writing adventures, you shouldn’t use for 5th Edition adventures. Instead it’s clearer to state “On initiative count 20” or “On initiative count 0”. (See Lair Actions in the Monster Manual).

One example when the definition of “round” tripped up the designers is in the definition of “Ready”; they state “you can only take one reaction per round” meaning the personal round of spell-effects. However, for a “battle round”, which is the way they’re using the word throughout the rest of the chapter, you can use a reaction twice; you regain your reaction at the start of your turn, so if you take a reaction, then have your turn, you can use your reaction again within the space of the “battle round”. Obviously, you can’t take a reaction twice during your “personal round”.

So, that’s a bit of clarification as to the difference between “turn”, “round and the other sort of “round”!

4 thoughts on “D&D Terminology: Turns and Rounds

  1. The rogues sneak attack description is one of the worst mutilations of English to me. It’s like saying the rogue gets a cherry on top when getting icecream…oh by the way, that means we’re totally not referring specifically to the rogue getting icecream, we mean anyone getting icecream! So clear! :O >:( If there was a time for an extended explanation and example, it was then!

    It is interesting when they say you can take only one reaction per round, but as you say Merric, you could react, get your turn and get a new reaction then use that all in one battle round.

  2. I have question on the feat Sentinel. Let’s say an Orc, a Wizard, a Rogue, and a Goblin are fighting in that initiative order. The Rogue has the Sentinel feat to get an attack of opportunity as a reaction. The Orc swings at the Wizard, the Rogue activates Sentinel. Then the Wizard goes, then the Rogue goes, then the Goblin decided to hit the Wizard. Sentinel activates again and the Rogue hits the Goblin. Now back to the top. If the Orc hits the Wizard, does the Rogue get ANOTHER Sentinel attack?
    My friend says no because the reaction doesn’t replenish until the start of the PC’s turn. But it appears in this description the Rogue does get two attacks of opportunity in a battle round: Once before the turn and once after the turn.

    I appreciate any clarification! This was a great article and really inspired my group to clarify details!

    1. In a combat, all characters begin with their reactions available (unless they were surprised). In your example, the Rogue gets to use Sentinel for the first attack, expending its reaction. Then, when the Rogue has its turn, it regains its reaction. It expends the reaction when the goblin attacks. When the orc now attacks, the Rogue’s reaction has been expended and it can’t use Sentinel until the Rogue has its turn in the initiative order again.

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