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Actions, Bonus Actions, Reactions and Free Actions

Actions

  Attack Action: You make a melee or ranged attack.
  Cast a Spell: You cast a spell that requires an Action.
  Coup De Grace: You attack an creature that is both unconscious and below zero hit points, dealing an automatic additional death saving throw failure. You cannot use the Extra Attack feature with this Action.
  Dash: You increase your movement by double.
  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 made against you has disadvantage if you can see the attacker, and you make Dexterity Saving Throws with advantage.
  Escape a Grapple: You make an attempt to escape your grapple, making an Athletics or Acrobatics check contested by the opponent's Athletics check.
  Help: You lend another creature aid in the completion of a task, granting them advantage on their roll.
  Hide: You make a Stealth Skill Check in an attempt to hide.
  Ready: You ready an action on your turn, which is activatable using your Reaction. This can be an attack, spell, etc.
  Search: You devote your attention to finding something. This could include searching a body, a chest or your bag of holding.
  Use a Class Feature or Ability: You use a class feature that requires an Action to use.
  Use An Object: You use a magical item or mundane object that requires an Action to use.
 

Bonus Actions

  Bull Rush: When you move through a hostile creature's space, you can try to force your way through by overrunning the hostile creature. As a Bonus Action you make an Athletics check contested by the creature's Athletics check. If you win the contest, you push the creature 5 feet in either direction and move through the creature's space, if you fail your movement stops in front of the creature. You have advantage on this check if you are larger than the hostile creature, or disadvantage if you are smaller.
  Cast a Cantrip: You cast a cantrip.
  Cast a Spell: You cast a spell that requires a Bonus Action.
  Drink a Potion: You can drink a potion from your belt, leg holster or one retrieved from your bag.
  Off-Hand Attack: You make an attack using a weapon held in your off-hand.
  Tumble: You try to dive through a hostile creature's space, ducking and weaving past your opponent. You make a Acrobatics check contested by the hostile creature's Acrobatics check. If you win the contest, you can move through the hostile creature's space once this turn without provoking an Opportunity Attack.
  Use a Class Feature or Ability: You use a class feature that requires a Bonus Action to use.
 

Free Actions

  Dialogue: Dialogue is always a Free Action.
  Interact With An Object: You interact with a single object around you that does not require an Action or a Bonus Action. A few examples of possible interactions are:
  • Draw or Sheathe a Weapon
  • Open or Close a Door
  • Pick Up a Dropped Weapon
  • Take an Item From a Table
  • Remove a Ring From Your Finger
  • Eat Some Food
  • Plant a Banner
  • Grab Some Coins
  • Drink an Ale
  • Flip a Lever
  • Pull a Torch
  • Grab a Book
  • Extinguish a Small Flame
  • Don a Mask
  • Pull Up Your Hood
  • Put Your Ear to a Door
  • Kick a Small Stone
  • Turn a Key
  • Tap the Floor
  • Hand an Item to Another Character
Use a Class Feature or Ability: You use a class feature that requires a Free Action to use.
 

Reactions

  Cast a Spell: You cast a spell that requires a Reaction.
  Opportunity Attack: You make a single melee attack against a target within range when a hostile creature that you can see moves out of your reach.   Use a Class Feature or Ability: You use a class feature that requires a Reaction to use.
 

Other Attack Actions

  Disarm: As part of an attack you can choose to forgo one of your attacks to attempt to knock a weapon or another item from a target's grasp. You make an Attack Roll contested by the target's Attack Roll. If the attacker wins the contest, the attack causes no damage but the defender drops the item. The attacker has disadvantage on it's attack roll if the target is holding the item with two or more hands. The target has advantage on its Attack Roll if it is larger than the attacking creature, or disadvantage if it is smaller.
  Grapple: As part of an attack you can choose to forgo one of your attacks to make a grapple. The target of your grapple must be no more than one size larger than you and within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an Attack Roll: Athletics contested by the target's Athletics or Acrobatics. If you succeed, the target is considered Grappled. You can drag or carry a Grappled creature moving at half your speed.
  Shove: As part of an attack roll you can make a special melee attack to shove a creature, either knocking it prone or pushing it away from you. The target must be no more than size larger than you and must be within your reach. Instead of making an Attack Roll, you make an Athletics check contested by the target's Athletics or Acrobatics. If you win the contest, you either knock the target prone or push it 5 feet away from you.

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