Actions
On each of your turns, you have three action points (AP) to spend on actions. Once you use an action, you can't use that action again until the start of your next turn unless it is marked as repeatable.
Free Action (0 AP). A free action takes negligible time or effort to perform, but usually can only be used in a limited way. The Interact action and using the Magic action to cast divine smite are examples of free actions.
Minor Action (1 AP). A minor action is relatively quick to perform. Using the Magic action to cast healing word is an example of a minor action.
Standard Action (2 AP). A standard action makes up the bulk of a turn. The Attack action and using the Magic action to cast magic missile are examples of standard actions.
Major Action (3 AP). A major action is especially intensive, using up the entirety of a typical turn. The Charge action and using the Magic action to cast fireball are examples of major actions.
No Action. Some trivial or automatic effects do not count as actions at all, and can be performed at any time. Willingly ending concentration, saying a few words, and dropping a held object are examples of non-actions.
Action ▼ | AP | Repeatable | Nonatomic |
---|---|---|---|
Attack | 2 | Repeatable | |
Charge | 3 | ||
Command | 1 | Repeatable | |
Dash | 2 | Repeatable | |
Disengage | 2 | ||
Dodge | 2 | ||
Frighten | 2 | Repeatable | |
Heal | 2 | Repeatable | |
Help | 2 | Repeatable | |
Hide | 2 | Repeatable | |
Interact | 0 | ||
Magic | varies | Repeatable | |
Move | 0 | Repeatable | |
Ready | varies | ||
Search | 2 | Repeatable | |
Study | 2 | Repeatable | |
Taunt | 2 | Repeatable | |
Use | varies | Repeatable |
Reactions
You have one reaction that you can use to act on any turn, not just your own. Once you use this reaction, you can't use it again until the the start of your turn. Most abilities that use a reaction can only be used in response to a trigger; for example, you can only take the Opportunity Attack reaction when a creature leaves your reach.
It is possible to gain additional reactions. Additionally, some abilities are free reactions, which count as reactions but don't cost a reaction. No matter how many reactions or free reactions you have, you can never take more than one reaction on a single turn.
Reaction ▼ |
---|
Break Fall |
Opportunity Attack |
Recognize Spell |
Attack
Charge
Charge
Cost: 3 AP
You move in a straight line up to your speed and can then make a melee weapon attack. If you make this attack, you become vulnerable as you recover from the burst of strength: your speed is halved until the end of your next turn, and the first attack made against you before then has advantage.
Command
Command
Cost: 1 AP (repeatable)
You command one of your companions that has the Companion trait.
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Companion
A creature with the Companion trait follows the commands of its leader, which is another creature. The companion is friendly to its leader and its leader's allies.
In combat, the companion shares a turn with its leader. The companion has its own action points and movement, although it doesn't roll initiative and can interleave its actions with its leader's actions. A companion can use reactions on its own, but it doesn't take any action that targets a creature other than itself unless its leader uses the Command action to instruct it to do so. If the leader is incapacitated or unable to contact the companion, the companion can take any actions of its choice.
Dash
Dash
Cost: 2 AP (repeatable)
Add your speed to the movement pool of your Move action. You can then take the Move action.
Move
Move
Cost: 0 AP (repeatable)
You move up to your speed. This action uses a special pool of movement that resets at the start of each of your turns.
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Dodge
Dodge
Cost: 2 AP
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if your speed drops to 0.
Frighten
Frighten
Cost: 2 AP (repeatable)
You attempt to scare one creature within 60 feet of you. Make an Intimidation check, which becomes your Frighten DC. The target must succeed on a Wisdom saving throw against your Frighten DC or be frightened of you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Heal
Heal
Cost: 2 AP (repeatable)
With a cursory check at a creature's vitals, you perform one of the following actions:
- Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target stops dying.
- Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled plus its Constitution score.
Help
Help
Cost: 2 AP (repeatable)
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Magic
Magic
Cost: varies (repeatable)
The Magic action is used to cast spells and activate certain features and magic items. The Magic action costs a number of AP determined by the spell, feature, or magic item.
If you cast a spell that has a casting time of 1 minute or longer, you must take a standard Magic action on each turn of that casting, and you must maintain concentration while you do so. If your concentration is broken, the spell fails, but you don't expend a spell slot.
Casting a spell as a reaction also counts as using the Magic action.
This action is repeatable, but you can only use it to cast one spell of 1st level or higher per turn.
Concentration
Concentration
Some spells and other effects require you to maintain concentration in order to keep them active. If you lose concentration, such an effect ends. You can also choose to end concentration on any effect at any time (no action required).
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it.
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
- You lose concentration if you invoke another effect that requires concentration. You can't concentrate on two effects at once.
- Whenever you take damage while you are concentrating, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- You lose concentration on an effect if you are incapacitated or if you die.
- Certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, may require you to succeed on a DC 10 Constitution saving throw to maintain concentration. This is at your DM's discretion.
Ready
Ready
Cost: varies
The Ready action lets you postpone another action until later. When you take the Ready action, you choose a perceivable trigger, the action you intend to take in response to that trigger, and a general description of how you would use that action. The Ready action costs the same number of action points as the action being readied. Examples of readying an action include "If the cultist moves onto the trapdoor, I'll take the Interact action to pull the lever that opens it," and "If the goblin moves to within 5 feet of me, I'll take the Attack action to attack it."
When the trigger occurs, you can use a reaction to take the readied action after the trigger finishes. You can also choose to ignore the trigger, and possibly use your readied action later for a subsequent occurance of the trigger. Once you use the readied action, it stops being readied.
When you ready the Magic action to cast a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding onto the spell's magic requires concentration unless it is a cantrip. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Search
Search
Cost: 2 AP (repeatable)
When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which skills are applicable when you take this action, depending on what you're trying to detect.
Search
Skill | Thing to Detect |
---|---|
Insight | Creature's state of mind |
Medicine | Creature's ailment |
Perception | Concealed creature or object |
Survival | Tracks or food |
Study
Study
Cost: 2 AP (repeatable)
When you take the Study action, you make an Intelligence check to study your memory, a book, a creature, a clue, an object, or another source of knowledge and call to mind an important piece of information about it.
The Areas of Knowledge table suggests which skills are applicable when you take this action, depending on the area of knowledge the check is about.
Areas of Knowledge
Skill | Areas |
---|---|
Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (aberrations, constructs, elementals, fey, and monstrosities) |
History | Historic events and people, ancient civilizations, wars, and certain creatures (giants and humanoids) |
Investigation | Traps, ciphers, riddles, and gadgetry |
Nature | Terrain, flora, weather, and certain creatures (beasts, dragons, oozes, and plants) |
Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (celestials, fiends, and undead) |
Taunt
Taunt
Cost: 2 AP (repeatable)
You attempt to goad one creature within 60 feet of you into attacking you. Make a Deception, Performance, or Persuasion check, which becomes your Taunt DC. The target must succeed on a Wisdom saving throw against your Taunt DC or be taunted by you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
Taunted
Taunted
Effects of This Condition
You have disadvantage on attacks against all creatures except the one taunting you.
Ending This Condition
If a creature taunts you while you are already taunted, the first taunt ends.
Causes of This Condition
This condition can be commonly applied via the Taunt action.
Use
Use
Cost: varies (repeatable)
The Use action allows you to manipulate one object or feature of the environment in a potentially involved way. Activating an item's effect requires the Use action, which takes 2 AP unless otherwise specified. You can also take this action to do anything that the Interact action can do, and unlike the Interact action, it is repeatable.
Interact
Interact
Cost: 0 AP
When you take the Interact action, you manipulate one object or feature of the environment in a trivial way. For example, you could open a door or pick up a dropped weapon. You can also use this action to grapple a willing creature.
If you need to interact with more than one thing on a turn, subsequent interactions require the Use action.
Opportunity Attack
Opportunity Attack
Trigger: you're wielding a melee weapon when either of the following occurs:
You make a melee attack against the triggering creature with your weapon. Your attack, called an opportunity attack, occurs immediately before the target leaves your reach or immediately after the target makes a ranged attack.
Recognize Spell
Recognize Spell
Trigger: you see or hear a creature within 60 feet of you casting a spell
You attempt to identify the triggering spell before it is cast. Make an Arcana check. The DC equals 15 + the spell's level, and you have advantage on the check if the spell is cast as a class spell and you're a member of that class. On a success, you learn which spell is about to be cast.
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.