Types of Actions in Albion | World Anvil
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Types of Actions

Movement & Actions Each turn, you can move a distance up to your speed and take an action. You decide whether to move or take your action first. The most common actions are:
  • Attack
  • Cast a Spell
  • Dash: Double your current movement for this turn.
  • Disengage: Your movement doesn't provoke opportunity attacks for the rest of the turn.
  • Dodge: Until the start of your next turn, any attack roll against you has disadvantage if you can see the attacker, and you make a dexterity saving throw with advantage.
  • Help: You can lend your aid to a creature. The creature gains advantage on the next ability check before your next turn. You can also aid a creature within 5 feet of you during combat for an attack, giving them advantage on their first attack roll before your next turn.
  • Hide: You make a stealth check in order to hide.
  • Ready: You choose an a trigger, and an action to take in response. If the trigger is met before your next turn, you can use your reaction. To be readied, a spell must have a casting time of 1 action.
  • Search: You devote your attention to finding something. You might have to make a perception or investigation check.
  • Use an Object: Most objects don't require an action to interact with. For those that do, do Use an Object. This action is also useful for when you want to interact with more than one object on your turn.
    Bonus Actions You can take a bonus action when a only when a special ability, spell, or other feature says so. You otherwise don't have a bonus action to take.   You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything deprives you of your ability to take actions also prevents you from taking a bonus action.     Reactions A reaction is an instant response to a trigger of some kind, which can occur on your turn or someone else's. The opportunity attack is the most common type of reaction.   When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.     Interactions that don't require actions:
  • draw or sheathe a sword
  • open or close a door
  • withdraw a potion from your backpack
  • pick up an item
  • throw a lever or a switch
  • hand an item to another character

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