Actions
This page serves to illustrate what options are available to both players as well as creatures capable of performing them in the world of Jordaheim.
Clarification on Actions.
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. You make one melee or ranged attack.
Ranged attack. You can make ranged attacks only against targets within a specified range. With a weapon, it would have two ranges within parentheses. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Any ranged attack made when there is a hostile creature within 5 feet of you is made with disadvantage.
Bash. Before making an attack with a melee weapon, you can declare that you are deliberately wielding it improperly so as not to hit as hard. Such as using the flat side of a sword or the haft of a spear rather than the pointy head. Doing this will change the damage type of the weapon to bludgeoning for the attack, and the damage rolled will be halved.
Extra attack. Allows you to make more than one attack with this action.
Requirement: Used the Dash action before moving 20 feet into attack range
You can make one melee attack or a ranged attack by throwing a weapon. The bonus action is treated as an Attack Action for features and abilities that interact with the Attack Action, and has a +2 bonus to hit and damage.
Momentum: For every additional 10 feet you moved in a line towards the target, add +1 to the damage roll only.
Charger. If you have this Feat, you need to move at least 10 feet instead of 20, and your base charge bonus to damage is +5 instead of +2.
Requirement: Target has to be at minimum one size category larger.
You get in position to climb on top of a creature; you make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If you win the contest, you move into the larger creature's space, which is now affected by the Grappled condition. Except its speed isn't affected, and you are moved with the target. A larger creature can dislodge a smaller creature as an Escape a Grapple to knock it off, or with a successful Grabbing check against the smaller creature to grab it.
Climb around. You can move around within the larger creature's space through climbing. Unless you have a climb speed, you must spend 1 extra foot of movement for every foot you move using your Speed. The larger creature's ability to attack the smaller creature depends on the smaller creature's location and is left to the DM's discretion.
Willing Creature: Creatures that are friendly to you or don't mind you climbing on them won't cause a fuss, allowing you to get on without the need for rolling competing checks.
Requirement: A creature that considers itself an ally or companion to you.
You decide for another creature what action it will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute.
Skill DC: The Command DC is 10, where on a success, the companion follows the command to the best of its abilities. On a failure, the creature either doesn't understand the command or is reluctant to follow it. The DC is increased by +5 when the companion is at half or less health, within 5 feet of hostile creatures, or has a negative condition, such as Poisoned, Burning, or Dazed.
Rein in: If a creature is about to do something that you don't want it to, you can use a Reaction to command it to stop.
Training. If the creature is a companion that has been trained to follow commands, then a bonus action or even a free action can be used to command it. The type of commands is dependent on the type of training.
Conjured ally. While you are concentrating on the spell that brought the creature onto your plane, no action is required by you to command it.
Mounted. While seated on the creature's back, you will be carried along with the creature during its turn unless you try to command it. No action is needed on your part if you only want it to move for you. Keep in mind that creatures that aren't used to fighting in combat will use their action to disengage.
Requirement: Wielding a spell focus or material component
When a creature you can see casts a spell or a spell-like ability, you may use your Reaction to Counter Cast. On your preceding turn, you must have spent your Bonus Action to ready yourself for magical interference. When you Counter Cast, you cast a spell of your choice, that you have prepared, whose cast time is no longer than one action, directed not at its normal effect but at disrupting the hostile spell.
Range and Time. The range of the Counter Cast is the same as the range of the spell used, and its duration becomes Instantaneous.
Contested Check. Both you and the original caster make a spellcasting ability check. Each adds a bonus equal to the level of the spell slot they expended — the original caster for the slot used to cast their spell, and the counter-caster for the slot used to counter it. Your counter-cast succeeds if your total meets or exceeds the original caster's total. On a success, the hostile spell fails and has no effect. On a failure, the Counter Cast fails — the hostile spell resolves normally, and the spell slot used in the attempt is expended.
Perfect Counter. If the spell used to counter-cast is thematically or mechanically a perfect counter to the hostile spell, you automatically succeed without rolling, provided the slot used is equal to or greater than the slot used by the original caster. If the slot is lower, the check is still made, but you roll with advantage.
Nonsensical Counter. If you are unable to explain to the DM's satisfaction how your chosen spell would interfere with the hostile spell, the Counter Cast automatically fails, and the spell slot and Reaction are expended.
Examples of perfect counter
Requirement: Movement speed greater than 0
You gain extra movement for the current turn equal to your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your base speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Cunning Action. If you have this rogue feature, you can Dash with a bonus action.
Requirement: Proficiency with the weapon you are using.
You attempt to disarm the target instead of dealing damage with the attack, forcing it to drop one item of your choice that it's holding in its grip. You make an attack roll as normal, but instead of comparing it with the target's AC, you use the roll to contest the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed the contested check, the attack causes no damage and the target drops the item at its feet.
Two-handed. The target has advantage on the skill check if it's holding the object with two hands or more. Likewise, if you use two hands to disarm, via weapon strike or grappling, then you also get advantage.
Grappling the weapon. If you are grappling the target by holding onto the weapon it is wielding, you equip the item if you succeed on the competing disarm check.
Size Difference. Targets one size larger than you have advantage on the check, while targets two sizes larger automatically succeed since the item is too large or too hard to reach. Unless the target is knocked prone.
Requirement: Movement speed greater than 0
You don't provoke opportunity attacks for the rest of the turn. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Quick Disengage. You can use a Bonus Action to Disengage. The effect only negates one opportunity attack of your choice against you, however.
Cunning Action. If you have this rogue feature, you can Disengage with a bonus action.
Requirement: You aren't incapacitated and your speed is greater than 0. You don't gain the benefits if you can't see the attacker.
You focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage, and you make Dexterity saving throws and Dexterity (Acrobatics) checks with advantage. You lose this benefit if you are incapacitated.
Quick Dodge. You can use a Bonus Action to Dodge. The effect applies against one attack, Dexterity saving throw, or Dexterity (Acrobatics) check, however.
Requirement: Not affected by the Restrained or Incapacitated condition while having hands able to grip things.
What you hold in your hands determines your options during your turn. But how you get hold of something depends on a variety of factors.
Free action. A tiny item, easy to get a hold of, or stored in a container specially designed to hold it — such as a sheath for a sword, a belt loop, a holster, or a pocket — requires little effort to grab.
Bonus action. An item of decent size within your reach — such as a book on a table within 5 feet of you, unslinging a spear from your back, or pulling your backpack off your shoulders — requires some effort to grab.
Action. An item of significant size or in a container that requires rummaging to retrieve — such as a spell scroll in the bottom of your backpack, unslinging a shield and putting it on your arm, or fishing out a knife from your boot — requires significant effort to grab.
Escalating action cost. Equipping multiple items follows an escalating action cost. The first use of this action costs a Free Action, the next costs a Bonus Action, and any further equipping costs your full Action. If you have spent the required action to equip an item, use the next action tier. This escalation reflects the mounting effort and time of managing your equipment during a six-second turn.
Off the ground. Picking an item up off the ground costs 15 feet of movement to bend down and grab it, in addition to the action cost.
Holstering and Stowing. Putting an item away follows the same escalating cost as equipping one. Dropping an item requires no action on your part, since all you are doing is flexing your fingers and letting gravity take care of the rest.
Requirement: Is affected by the Grappled condition by a creature.
You try to remove the condition through escape. The creature grappling with you must succeed on a Strength (Athletics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check (you choose the ability to use). A failure removes the condition and frees you from its grasp.
Size Difference. If you are larger than the hostile grappler, it rolls with disadvantage on the skill check.
Tag-Team. A friendly creature with a free hand can impose disadvantage on the hostile grappler's check.
Requirement: Have a free hand or wield a weapon with the Hooked property within melee reach.
When you want to grab hold of a creature or disable its limb, you try to grab hold of a body part of your choice on the target. You try to seize the target by making a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the Grappled condition. Unless you specify a specific limb or body part for the grapple, you grab hold of the torso of the creature.
Unable to act. You succeed automatically if the target is incapacitated.
Let go. You can release the target whenever you like (no action required). If you or the grappled creature is forcefully moved, you can choose to let go of it or hold on. If you want to keep holding on, you must succeed on a DC 10 Strength save to maintain the grapple.
Size Difference. The target of your grapple must be no more than one size larger than you; any grapple will automatically fail.
Grappler: If you have this feat, you have advantage on attack rolls against a creature you are grappling.
Requirement: Target creature within 5 feet
You can lend your aid to another creature in the completion of a task. 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 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.
Requirement: Darkness, three-quarters cover, total cover, or heavy obstruction.
You try to conceal yourself. To do so, you must make a Dexterity (Stealth) check against the creature with the highest passive perception in the vicinity, and you must be out of their line of sight; if you can see a creature, you can discern whether it can see you without any action needed. On a successful check, you are Hidden. Make note of your check's total, which becomes the DC for a creature to find you with an active Wisdom (Perception) check.
Hidden. You gain the same benefits as the Invisible condition, but you stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, a non-ally creature finds you, you make an attack roll, or you cast a spell with a Verbal component.
Skulker. If you have this feat, you can hide in dim light.
Stealthy. If you have this feat, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
Cunning Action. If you have this rogue feature, you can Hide with a bonus action.
Requirement: More than 0 feet of movement and you aren't prone.
You can spend your movement to leap into the air, allowing you to ignore hazards on the ground or circumvent gaps that you could fall into. Unless you can fly or hover, you have to land at the end of the jump.
Max jump distance. The maximum leap distance per jump horizontally is a number of feet equal to your Strength score. For vertical jumps, it's your Strength modifier +3.
Momentum. Unless you move 10 feet in a straight line immediately before jumping, the maximum distance that you can leap horizontally or vertically is halved.
Tag-Team. Right before you high jump, a creature within 5 feet of you that isn't prone and is able to use their arms can use their reaction to provide half their max vertical jump distance to your distance. If they took the action on their turn to help you, the bonus provided isn't halved.
Stick the landing. If the jump may be dangerous, such as landing in difficult terrain, a ledge barely in reach, or low obstacles in the way (no taller than a quarter of the jump's distance), you must succeed on a DC 10 Dexterity (Acrobatics) check or land prone.
Athlete. If you have this feat, you can make a running long or high jump after moving only 5 feet.
Requirement: Wielding a hafted weapon that deals piercing damage while mounted.
Your elevated position on the mount grants you a better vantage point to lunge. You can wield the hafted piercing melee weapon one-handed without incurring disadvantage if it otherwise would require two hands to avoid attacking with disadvantage.
Momentum. Add the mount's Strength bonus to the attack and damage on the first attack made immediately after moving 20 feet in a straight line before attacking.
Lancer. If you have this feat, you apply 1½ times your Strength bonus to damage rolls even if you are holding the hafted weapon with one hand. And with a bonus action, you can make Lancing Strikes while on foot.
Requirement: Attacks that deal bludgeoning damage
Before you hit a creature with a melee attack, you can declare that the attack is non-lethal. The target takes the bludgeoning damage rolled as temporary damage. Rather than dying, a creature is knocked Unconscious if the amount of temporary damage is great enough to reduce its HP to zero or less.
Temporary damage. Works the same way as normal damage and stacks with it, with the exception that it can be easily restored. Gaining temporary hit points removes temporary damage, similar to restoring HP. Any temporary damage is applied as negative temporary HP.
Knocked out. The creature remains Unconscious for as long as its temporary damage keeps it at 0 or less. The condition is removed when the creature has more than 1 HP.
Requirement: Wielding a weapon that is considered light for you
This type of attack is hastily made to strike against a target in combat, although not as hard-hitting as a normal strike. You roll to hit as normal, but you don't add your ability modifier to the damage roll for the attack, unless that modifier is negative. You can only make one Offhand Attack in a turn.
Offhand Fighting. If you have this feat, you add your ability modifier to the damage roll of the attack.
Requirement: You can see the creature that is within your reach.
You make an Attack Action outside of your turn, making one melee attack against a creature, provided that the creature does something that provokes you to act. The attack interrupts the provoking creature's turn, which is resumed once the attack has been resolved.
Leaving Reach: Any hostile creature that moves out of your reach provokes you, allowing you to make an Opportunity Attack. This occurs right before the creature leaves your reach.
Sentinel: If you have this feat, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of its turn.
Requirement: A movement of 10 or more.
If you want to move through a hostile creature's space, you can try to force your way through by overrunning the hostile creature with your strength. You make a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. If you win the contest, you can move through the hostile creature's space once this turn, and you can't stop within its space.
Size Difference. You have advantage on this check if you are larger and disadvantage if you are smaller than the hostile creature.
On the ground. You can use a Bonus Action instead if the target is prone.
Requirement: Missing HP or having any temporary damage.
Roll a DC 10 Constitution saving throw to grit your teeth and power through the pain. On a success, you expend one of your hit dice and gain a number of temporary hit points equal to the roll + your Constitution modifier. For every success above the DC by 5, you can expend and add the result of an additional hit die. The temporary HP lasts for 1 hour after use.
Requirement: A trigger for the reaction.
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. You ready yourself on your turn, which lets you act using your reaction before the start of your next turn. You have until the start of your next turn to use a readied action.
Describe action: First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.
Ready Spell: When you ready 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. If your concentration is broken, the spell dissipates without taking effect. If you use the ready action intending to counter the spell of another caster, follow the Counter Cast rules. But if you used an action to try and counter an effect, you may gain the full effect of the spell in addition to countering if you succeed on the check.
Requirement: One free hand to reload the weapon or magic item that has the loading property that you are holding with the other.
A limited number of shots can be made with a weapon or magic item, which must be loaded to be usable. You perform the careful operation to reload it with the required ammunition and stand still to make sure it is done.
Mastery. If your ability score is equal to or greater than the set mastery number of the weapon, you reload it with your Bonus action in place of your action, while still expending all of your base movement. If your ability score isn't high enough, you can roll a skill check that uses the specified ability, where the mastery number is the DC. On a failure, you must expend your action and all of your base movement to reload.
Tool to Assist. If you have a tool on your person that is designed to assist in loading the weapon or magic item, such as a goat's foot lever for crossbows, then you roll the skill check with advantage.
Magic item. If you are wielding a magic item that has expended charges, you may use your spell slots as ammunition or a magically potent object to charge it.
Crossbow Mastery. If you have this feat, you may choose to expend either your bonus action or all of your base movement on a successful reload with crossbows.
Requirement: Not affected by the Blinded condition.
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.
Combat Insight. In battle, you attempt to discern the course of actions a creature might take on its next turn, its features, or learn certain information about its capabilities compared to your own. This Search can be made with a Bonus Action if the hostile creature is within 30 feet, and the Wisdom check will be contested by the target's Charisma (Deception) check. On a success, you learn information about the skill used and what you are looking for.
Observant: If you have this feat, you can use the Search Action as a Bonus Action.
Requirement: A creature within 5 feet of you that has 0 HP or less.
You can provide first aid to alleviate some of the pain. Roll a Wisdom (Medicine) check against a DC of 10. On a success, the creature can expend one of its hit dice to restore a number of hit points equal to the roll. On a failure, nothing happens, and the action is wasted. You must use some form of binding or medical salve to provide aid.
Delicate Procedure. While there is a hostile creature within 5 feet of you or the target, the DC changes to 20.
Healer's kit. Using a charge from a healer's kit allows you to Stabilize the target without needing to make a skill check.
Healer. If you have this feat, you can expend a use of a healer's kit even if the target has more than 0 HP, and you add your proficiency bonus to the amount of HP restored.
Requirement: A creature with items on its person within 5 feet of you, and you have a free hand.
You roll a Dexterity (Sleight of Hand) check against the target's passive perception to try and Strategically Transfer Equipment to Alternate Location. The check is made to see whether the target notices the theft or not. The item is stolen even on a failure, but not if it fails against the target's passive perception by 5. You can optionally plant an item on a person the same way.
In deep pockets. The DC instead becomes 25 if the item is close to their body, within their backpack, or anything sizable that would likely be impossible to steal without the target noticing.
Quick-fingered. If you have this feat, you roll with advantage to steal or plant an object.
Fast Hands. If you have this rogue feature, you can use the bonus action granted by your Cunning Action to make the Dexterity (Sleight of Hand) check to either steal or plant items.
Requirement: Target must be within your reach.
When you try to shove a creature, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you can choose to either knock the target prone or push it 5 feet away from you. You can optionally enter the square it previously occupied if it moved.
Shove Aside. Optionally, you can force the target to the side, rather than away. Your Strength (Athletics) check will be at disadvantage.
Unable to act. You succeed automatically on the Shove if the target is incapacitated.
Momentum. For every 10 feet moved in a straight line right before the shove, add +1 to the skill check.
Size Difference. The target of your shove must be no more than one size larger than you. You have advantage if the target is two sizes smaller.
Charger. If you have this feat, you can push the target an additional 5 feet if you Dash first.
Requirement: Not affected by the Dazed or Stunned condition.
You make an Intelligence check to draw forth information from a memory, a book, an encounter, a clue, or a lesson, and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skills are applicable when you study something, depending on the area of knowledge the Intelligence check is about.
Sources of knowledge. Certain Study checks can only be made if you have access to books or other forms of records regarding the subject of your study. Once you spend 10 minutes Interacting with a certain subject, you can roll Study checks regarding it.
Tools of the trade. If the subject of the study is related to a tool you are proficient in, you add your proficiency bonus to the roll. This stacks with any proficiency and expertise in the skill that you may already have.
Keen Mind: If you have this feat, you are able to use the Study Action as a Bonus Action.
Requirement: 10 feet of movement or more.
A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent with dexterity. You make a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If you win the contest, you can move through the hostile creature's space once this turn, but the square counts as difficult terrain and you can't stop within its space. Size Difference. You have advantage on this check if smaller and disadvantage if you are larger than the hostile creature.
Requirement: Holding an item in your hand light enough for you to throw.
Any item held can be thrown by you in a direction of your choice. You make a ranged attack where the item is the projectile. You use the same ability modifier for ranged throw attacks as for the melee attack roll and damage roll.
Range. The normal range of throwing an item is equal to your Strength score, while the maximum range is your normal range times 3. If you need to use both hands to wield the item, then the normal range is reduced by 10.
Thrown Weapon Fighting. If you have this feat, you can draw and equip a throwing weapon as part of the attack action.
Requirement: Wielding a pair of melee weapons that are considered light in both of your hands.
When you take the Attack action, you can make an Offhand Attack as part of the same action, rather than needing to use your bonus action to make the Offhand Attack with the light weapon.
Dual Wielder: If you have this feat, you can treat a weapon in your other hand as if it's considered light for you, provided that weapon can be wielded by you without the need to use two hands.
Dual Wielder Mastery: If you have this feat, you can benefit from Two-weapon Fighting even when the melee weapons you are wielding aren't considered light for you, provided that the weapon can be wielded by you without the need to use two hands.
Requirement: Being able to operate it depending on its construction.
Be it unfurling and reading a scroll, drinking a potion, or flicking a wand, you cause the designed function of the object to take effect. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation.
Disrupting Hostility. However, using the object is more difficult when a foe is next to you, due to the chaos of melee combat. Apply penalties based on the item's function:
Fast Hands: If you have this rogue feature, your Cunning Action ignores the penalty when activating the item using a bonus action.
- Action. The primary currency of a creature's turn. On your turn, you may take one Action, which represents deliberate, focused efforts that require your full attention to perform, such as making an attack, casting a spell, or using a complex item.
- Bonus action. A secondary action that supplements your turn. On your turn, you may take one Bonus Action for any feature, ability, spell, or rule that explicitly states the required action cost.
- Reaction. An instantaneous response to a trigger that occurs outside of your turn, or sometimes during it. You have one Reaction per round of combat, which refreshes at the start of your turn. A Reaction can only be taken when a specific condition or trigger is met, as defined by the feature granting it.
- Free action. A trivial effort so minor it requires no meaningful investment of time or focus. The first use of a Free Action does not consume your Bonus Action, but any subsequent use of a Free Action would require a bonus action.
- Attack Action. A type of Action in which you make one or more attack rolls. The Extra Attack feature determines how many attack rolls a creature can make when taking this Action.
Attack
Action cost: ActionThe most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. You make one melee or ranged attack.
Ranged attack. You can make ranged attacks only against targets within a specified range. With a weapon, it would have two ranges within parentheses. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Any ranged attack made when there is a hostile creature within 5 feet of you is made with disadvantage.
Bash. Before making an attack with a melee weapon, you can declare that you are deliberately wielding it improperly so as not to hit as hard. Such as using the flat side of a sword or the haft of a spear rather than the pointy head. Doing this will change the damage type of the weapon to bludgeoning for the attack, and the damage rolled will be halved.
Extra attack. Allows you to make more than one attack with this action.
Charge Attack
Action cost: Bonus ActionRequirement: Used the Dash action before moving 20 feet into attack range
You can make one melee attack or a ranged attack by throwing a weapon. The bonus action is treated as an Attack Action for features and abilities that interact with the Attack Action, and has a +2 bonus to hit and damage.
Momentum: For every additional 10 feet you moved in a line towards the target, add +1 to the damage roll only.
Charger. If you have this Feat, you need to move at least 10 feet instead of 20, and your base charge bonus to damage is +5 instead of +2.
Climb onto Bigger Creature
Action cost: Half your base movement speed.Requirement: Target has to be at minimum one size category larger.
You get in position to climb on top of a creature; you make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If you win the contest, you move into the larger creature's space, which is now affected by the Grappled condition. Except its speed isn't affected, and you are moved with the target. A larger creature can dislodge a smaller creature as an Escape a Grapple to knock it off, or with a successful Grabbing check against the smaller creature to grab it.
Climb around. You can move around within the larger creature's space through climbing. Unless you have a climb speed, you must spend 1 extra foot of movement for every foot you move using your Speed. The larger creature's ability to attack the smaller creature depends on the smaller creature's location and is left to the DM's discretion.
Willing Creature: Creatures that are friendly to you or don't mind you climbing on them won't cause a fuss, allowing you to get on without the need for rolling competing checks.
Command Creature
Action cost: ActionRequirement: A creature that considers itself an ally or companion to you.
You decide for another creature what action it will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute.
Skill DC: The Command DC is 10, where on a success, the companion follows the command to the best of its abilities. On a failure, the creature either doesn't understand the command or is reluctant to follow it. The DC is increased by +5 when the companion is at half or less health, within 5 feet of hostile creatures, or has a negative condition, such as Poisoned, Burning, or Dazed.
Rein in: If a creature is about to do something that you don't want it to, you can use a Reaction to command it to stop.
| Skill | Creature type |
|---|---|
| Persuasion Intimidation |
Humanoids that speak the same language. Or a telepathic bond. |
| Animal Handling | Beasts. |
| Arcana | Constructs. |
| Acrobatics | Only while mounted. |
Conjured ally. While you are concentrating on the spell that brought the creature onto your plane, no action is required by you to command it.
Mounted. While seated on the creature's back, you will be carried along with the creature during its turn unless you try to command it. No action is needed on your part if you only want it to move for you. Keep in mind that creatures that aren't used to fighting in combat will use their action to disengage.
Counter Cast
Action cost: Bonus Action and ReactionRequirement: Wielding a spell focus or material component
When a creature you can see casts a spell or a spell-like ability, you may use your Reaction to Counter Cast. On your preceding turn, you must have spent your Bonus Action to ready yourself for magical interference. When you Counter Cast, you cast a spell of your choice, that you have prepared, whose cast time is no longer than one action, directed not at its normal effect but at disrupting the hostile spell.
Range and Time. The range of the Counter Cast is the same as the range of the spell used, and its duration becomes Instantaneous.
Contested Check. Both you and the original caster make a spellcasting ability check. Each adds a bonus equal to the level of the spell slot they expended — the original caster for the slot used to cast their spell, and the counter-caster for the slot used to counter it. Your counter-cast succeeds if your total meets or exceeds the original caster's total. On a success, the hostile spell fails and has no effect. On a failure, the Counter Cast fails — the hostile spell resolves normally, and the spell slot used in the attempt is expended.
Perfect Counter. If the spell used to counter-cast is thematically or mechanically a perfect counter to the hostile spell, you automatically succeed without rolling, provided the slot used is equal to or greater than the slot used by the original caster. If the slot is lower, the check is still made, but you roll with advantage.
Nonsensical Counter. If you are unable to explain to the DM's satisfaction how your chosen spell would interfere with the hostile spell, the Counter Cast automatically fails, and the spell slot and Reaction are expended.
Examples of perfect counter
- Casting Create or Destroy Water with a 3rd-level spell slot against the Fireball spell.
- Casting a spell that deals the "opposite" damage type to cancel out the damage.
- Radiant against Necrotic
- Cold against Fire
- Thunder against Thunder (Destructive Interference)
- Casting Bane to counter Bless and vice versa.
- Casting Banishment against any Summon/Conjure creature spell.
- Casting Freedom of Movement against Hold Person (as long as you are in range of the target affected).
- Casting Protection from Evil and Good against any spell that inflicts the charmed or frightened condition and is cast by an aberration, celestial, elemental, fey, fiend, or undead.
- Casting Haste against Slow and vice versa.
Dash
Action cost: ActionRequirement: Movement speed greater than 0
You gain extra movement for the current turn equal to your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your base speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Cunning Action. If you have this rogue feature, you can Dash with a bonus action.
Disarm
Action cost: Attack ActionRequirement: Proficiency with the weapon you are using.
You attempt to disarm the target instead of dealing damage with the attack, forcing it to drop one item of your choice that it's holding in its grip. You make an attack roll as normal, but instead of comparing it with the target's AC, you use the roll to contest the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed the contested check, the attack causes no damage and the target drops the item at its feet.
Two-handed. The target has advantage on the skill check if it's holding the object with two hands or more. Likewise, if you use two hands to disarm, via weapon strike or grappling, then you also get advantage.
Grappling the weapon. If you are grappling the target by holding onto the weapon it is wielding, you equip the item if you succeed on the competing disarm check.
Size Difference. Targets one size larger than you have advantage on the check, while targets two sizes larger automatically succeed since the item is too large or too hard to reach. Unless the target is knocked prone.
Disengage
Action cost: ActionRequirement: Movement speed greater than 0
You don't provoke opportunity attacks for the rest of the turn. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Quick Disengage. You can use a Bonus Action to Disengage. The effect only negates one opportunity attack of your choice against you, however.
Cunning Action. If you have this rogue feature, you can Disengage with a bonus action.
Dodge
Action cost: ActionRequirement: You aren't incapacitated and your speed is greater than 0. You don't gain the benefits if you can't see the attacker.
You focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage, and you make Dexterity saving throws and Dexterity (Acrobatics) checks with advantage. You lose this benefit if you are incapacitated.
Quick Dodge. You can use a Bonus Action to Dodge. The effect applies against one attack, Dexterity saving throw, or Dexterity (Acrobatics) check, however.
Equip Item
Action cost: Free Action, Bonus Action, or ActionRequirement: Not affected by the Restrained or Incapacitated condition while having hands able to grip things.
What you hold in your hands determines your options during your turn. But how you get hold of something depends on a variety of factors.
Free action. A tiny item, easy to get a hold of, or stored in a container specially designed to hold it — such as a sheath for a sword, a belt loop, a holster, or a pocket — requires little effort to grab.
Bonus action. An item of decent size within your reach — such as a book on a table within 5 feet of you, unslinging a spear from your back, or pulling your backpack off your shoulders — requires some effort to grab.
Action. An item of significant size or in a container that requires rummaging to retrieve — such as a spell scroll in the bottom of your backpack, unslinging a shield and putting it on your arm, or fishing out a knife from your boot — requires significant effort to grab.
Escalating action cost. Equipping multiple items follows an escalating action cost. The first use of this action costs a Free Action, the next costs a Bonus Action, and any further equipping costs your full Action. If you have spent the required action to equip an item, use the next action tier. This escalation reflects the mounting effort and time of managing your equipment during a six-second turn.
Off the ground. Picking an item up off the ground costs 15 feet of movement to bend down and grab it, in addition to the action cost.
Holstering and Stowing. Putting an item away follows the same escalating cost as equipping one. Dropping an item requires no action on your part, since all you are doing is flexing your fingers and letting gravity take care of the rest.
Escape a Grapple
Action cost: Attack ActionRequirement: Is affected by the Grappled condition by a creature.
You try to remove the condition through escape. The creature grappling with you must succeed on a Strength (Athletics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check (you choose the ability to use). A failure removes the condition and frees you from its grasp.
Size Difference. If you are larger than the hostile grappler, it rolls with disadvantage on the skill check.
Tag-Team. A friendly creature with a free hand can impose disadvantage on the hostile grappler's check.
Grapple
Action cost: Attack ActionRequirement: Have a free hand or wield a weapon with the Hooked property within melee reach.
When you want to grab hold of a creature or disable its limb, you try to grab hold of a body part of your choice on the target. You try to seize the target by making a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the Grappled condition. Unless you specify a specific limb or body part for the grapple, you grab hold of the torso of the creature.
Unable to act. You succeed automatically if the target is incapacitated.
Let go. You can release the target whenever you like (no action required). If you or the grappled creature is forcefully moved, you can choose to let go of it or hold on. If you want to keep holding on, you must succeed on a DC 10 Strength save to maintain the grapple.
Size Difference. The target of your grapple must be no more than one size larger than you; any grapple will automatically fail.
Grappler: If you have this feat, you have advantage on attack rolls against a creature you are grappling.
Help
Action cost: ActionRequirement: Target creature within 5 feet
You can lend your aid to another creature in the completion of a task. 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 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
Action cost: ActionRequirement: Darkness, three-quarters cover, total cover, or heavy obstruction.
You try to conceal yourself. To do so, you must make a Dexterity (Stealth) check against the creature with the highest passive perception in the vicinity, and you must be out of their line of sight; if you can see a creature, you can discern whether it can see you without any action needed. On a successful check, you are Hidden. Make note of your check's total, which becomes the DC for a creature to find you with an active Wisdom (Perception) check.
Hidden. You gain the same benefits as the Invisible condition, but you stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, a non-ally creature finds you, you make an attack roll, or you cast a spell with a Verbal component.
Skulker. If you have this feat, you can hide in dim light.
Stealthy. If you have this feat, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
Cunning Action. If you have this rogue feature, you can Hide with a bonus action.
Jump
Action cost: Each foot you jump costs a foot of movement.Requirement: More than 0 feet of movement and you aren't prone.
You can spend your movement to leap into the air, allowing you to ignore hazards on the ground or circumvent gaps that you could fall into. Unless you can fly or hover, you have to land at the end of the jump.
Max jump distance. The maximum leap distance per jump horizontally is a number of feet equal to your Strength score. For vertical jumps, it's your Strength modifier +3.
Momentum. Unless you move 10 feet in a straight line immediately before jumping, the maximum distance that you can leap horizontally or vertically is halved.
Tag-Team. Right before you high jump, a creature within 5 feet of you that isn't prone and is able to use their arms can use their reaction to provide half their max vertical jump distance to your distance. If they took the action on their turn to help you, the bonus provided isn't halved.
Stick the landing. If the jump may be dangerous, such as landing in difficult terrain, a ledge barely in reach, or low obstacles in the way (no taller than a quarter of the jump's distance), you must succeed on a DC 10 Dexterity (Acrobatics) check or land prone.
Athlete. If you have this feat, you can make a running long or high jump after moving only 5 feet.
Lancing Strike
Action cost: Attack ActionRequirement: Wielding a hafted weapon that deals piercing damage while mounted.
Your elevated position on the mount grants you a better vantage point to lunge. You can wield the hafted piercing melee weapon one-handed without incurring disadvantage if it otherwise would require two hands to avoid attacking with disadvantage.
Momentum. Add the mount's Strength bonus to the attack and damage on the first attack made immediately after moving 20 feet in a straight line before attacking.
Lancer. If you have this feat, you apply 1½ times your Strength bonus to damage rolls even if you are holding the hafted weapon with one hand. And with a bonus action, you can make Lancing Strikes while on foot.
Non-lethal Attack
Action cost: Attack ActionRequirement: Attacks that deal bludgeoning damage
Before you hit a creature with a melee attack, you can declare that the attack is non-lethal. The target takes the bludgeoning damage rolled as temporary damage. Rather than dying, a creature is knocked Unconscious if the amount of temporary damage is great enough to reduce its HP to zero or less.
Temporary damage. Works the same way as normal damage and stacks with it, with the exception that it can be easily restored. Gaining temporary hit points removes temporary damage, similar to restoring HP. Any temporary damage is applied as negative temporary HP.
Knocked out. The creature remains Unconscious for as long as its temporary damage keeps it at 0 or less. The condition is removed when the creature has more than 1 HP.
Offhand Attack
Action cost: Bonus ActionRequirement: Wielding a weapon that is considered light for you
This type of attack is hastily made to strike against a target in combat, although not as hard-hitting as a normal strike. You roll to hit as normal, but you don't add your ability modifier to the damage roll for the attack, unless that modifier is negative. You can only make one Offhand Attack in a turn.
Offhand Fighting. If you have this feat, you add your ability modifier to the damage roll of the attack.
Opportunity Attack
Action cost: ReactionRequirement: You can see the creature that is within your reach.
You make an Attack Action outside of your turn, making one melee attack against a creature, provided that the creature does something that provokes you to act. The attack interrupts the provoking creature's turn, which is resumed once the attack has been resolved.
Leaving Reach: Any hostile creature that moves out of your reach provokes you, allowing you to make an Opportunity Attack. This occurs right before the creature leaves your reach.
Sentinel: If you have this feat, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of its turn.
Overrun
Action cost: ActionRequirement: A movement of 10 or more.
If you want to move through a hostile creature's space, you can try to force your way through by overrunning the hostile creature with your strength. You make a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. If you win the contest, you can move through the hostile creature's space once this turn, and you can't stop within its space.
Size Difference. You have advantage on this check if you are larger and disadvantage if you are smaller than the hostile creature.
On the ground. You can use a Bonus Action instead if the target is prone.
Power Through
Action cost: ActionRequirement: Missing HP or having any temporary damage.
Roll a DC 10 Constitution saving throw to grit your teeth and power through the pain. On a success, you expend one of your hit dice and gain a number of temporary hit points equal to the roll + your Constitution modifier. For every success above the DC by 5, you can expend and add the result of an additional hit die. The temporary HP lasts for 1 hour after use.
Ready
Action cost: Action and ReactionRequirement: A trigger for the reaction.
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. You ready yourself on your turn, which lets you act using your reaction before the start of your next turn. You have until the start of your next turn to use a readied action.
Describe action: First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.
Ready Spell: When you ready 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. If your concentration is broken, the spell dissipates without taking effect. If you use the ready action intending to counter the spell of another caster, follow the Counter Cast rules. But if you used an action to try and counter an effect, you may gain the full effect of the spell in addition to countering if you succeed on the check.
Reload
Action cost: Action and all of your base movementRequirement: One free hand to reload the weapon or magic item that has the loading property that you are holding with the other.
A limited number of shots can be made with a weapon or magic item, which must be loaded to be usable. You perform the careful operation to reload it with the required ammunition and stand still to make sure it is done.
Mastery. If your ability score is equal to or greater than the set mastery number of the weapon, you reload it with your Bonus action in place of your action, while still expending all of your base movement. If your ability score isn't high enough, you can roll a skill check that uses the specified ability, where the mastery number is the DC. On a failure, you must expend your action and all of your base movement to reload.
Tool to Assist. If you have a tool on your person that is designed to assist in loading the weapon or magic item, such as a goat's foot lever for crossbows, then you roll the skill check with advantage.
Magic item. If you are wielding a magic item that has expended charges, you may use your spell slots as ammunition or a magically potent object to charge it.
Crossbow Mastery. If you have this feat, you may choose to expend either your bonus action or all of your base movement on a successful reload with crossbows.
Search
Action cost: Action or your base movement, except for 5 feet.Requirement: Not affected by the Blinded condition.
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.
Combat Insight. In battle, you attempt to discern the course of actions a creature might take on its next turn, its features, or learn certain information about its capabilities compared to your own. This Search can be made with a Bonus Action if the hostile creature is within 30 feet, and the Wisdom check will be contested by the target's Charisma (Deception) check. On a success, you learn information about the skill used and what you are looking for.
| Skill | Thing to Detect |
|---|---|
| Insight | Creature's state of mind, hints as to what they value, what they want to do, what they will do, or other capabilities. |
| Medicine | Creature's condition, ailments, diseases, current hit points, and maximum hit points. |
| Perception | Concealed creature or object not directly in sight. |
| Survival | Tracks left behind, sources of wild food, or the state of nature. |
Stabilize
Action cost: ActionRequirement: A creature within 5 feet of you that has 0 HP or less.
You can provide first aid to alleviate some of the pain. Roll a Wisdom (Medicine) check against a DC of 10. On a success, the creature can expend one of its hit dice to restore a number of hit points equal to the roll. On a failure, nothing happens, and the action is wasted. You must use some form of binding or medical salve to provide aid.
Delicate Procedure. While there is a hostile creature within 5 feet of you or the target, the DC changes to 20.
Healer's kit. Using a charge from a healer's kit allows you to Stabilize the target without needing to make a skill check.
Healer. If you have this feat, you can expend a use of a healer's kit even if the target has more than 0 HP, and you add your proficiency bonus to the amount of HP restored.
Steal
Action cost: ActionRequirement: A creature with items on its person within 5 feet of you, and you have a free hand.
You roll a Dexterity (Sleight of Hand) check against the target's passive perception to try and Strategically Transfer Equipment to Alternate Location. The check is made to see whether the target notices the theft or not. The item is stolen even on a failure, but not if it fails against the target's passive perception by 5. You can optionally plant an item on a person the same way.
In deep pockets. The DC instead becomes 25 if the item is close to their body, within their backpack, or anything sizable that would likely be impossible to steal without the target noticing.
Quick-fingered. If you have this feat, you roll with advantage to steal or plant an object.
Fast Hands. If you have this rogue feature, you can use the bonus action granted by your Cunning Action to make the Dexterity (Sleight of Hand) check to either steal or plant items.
Shove
Action cost: Attack ActionRequirement: Target must be within your reach.
When you try to shove a creature, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you can choose to either knock the target prone or push it 5 feet away from you. You can optionally enter the square it previously occupied if it moved.
Shove Aside. Optionally, you can force the target to the side, rather than away. Your Strength (Athletics) check will be at disadvantage.
Unable to act. You succeed automatically on the Shove if the target is incapacitated.
Momentum. For every 10 feet moved in a straight line right before the shove, add +1 to the skill check.
Size Difference. The target of your shove must be no more than one size larger than you. You have advantage if the target is two sizes smaller.
Charger. If you have this feat, you can push the target an additional 5 feet if you Dash first.
Study
Action cost: Action or your base movement, except for 5 feet.Requirement: Not affected by the Dazed or Stunned condition.
You make an Intelligence check to draw forth information from a memory, a book, an encounter, a clue, or a lesson, and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skills are applicable when you study something, depending on the area of knowledge the Intelligence check is about.
Sources of knowledge. Certain Study checks can only be made if you have access to books or other forms of records regarding the subject of your study. Once you spend 10 minutes Interacting with a certain subject, you can roll Study checks regarding it.
Tools of the trade. If the subject of the study is related to a tool you are proficient in, you add your proficiency bonus to the roll. This stacks with any proficiency and expertise in the skill that you may already have.
Keen Mind: If you have this feat, you are able to use the Study Action as a Bonus Action.
| Skill | Areas of Knowledge |
|---|---|
| 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) |
Tumble
Action cost: ActionRequirement: 10 feet of movement or more.
A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent with dexterity. You make a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If you win the contest, you can move through the hostile creature's space once this turn, but the square counts as difficult terrain and you can't stop within its space. Size Difference. You have advantage on this check if smaller and disadvantage if you are larger than the hostile creature.
Throw
Action cost: Attack ActionRequirement: Holding an item in your hand light enough for you to throw.
Any item held can be thrown by you in a direction of your choice. You make a ranged attack where the item is the projectile. You use the same ability modifier for ranged throw attacks as for the melee attack roll and damage roll.
Range. The normal range of throwing an item is equal to your Strength score, while the maximum range is your normal range times 3. If you need to use both hands to wield the item, then the normal range is reduced by 10.
Thrown Weapon Fighting. If you have this feat, you can draw and equip a throwing weapon as part of the attack action.
Two-weapon Fighting
Action cost: NoneRequirement: Wielding a pair of melee weapons that are considered light in both of your hands.
When you take the Attack action, you can make an Offhand Attack as part of the same action, rather than needing to use your bonus action to make the Offhand Attack with the light weapon.
Dual Wielder: If you have this feat, you can treat a weapon in your other hand as if it's considered light for you, provided that weapon can be wielded by you without the need to use two hands.
Dual Wielder Mastery: If you have this feat, you can benefit from Two-weapon Fighting even when the melee weapons you are wielding aren't considered light for you, provided that the weapon can be wielded by you without the need to use two hands.
Use an Object
Action cost: Action or Bonus ActionRequirement: Being able to operate it depending on its construction.
Be it unfurling and reading a scroll, drinking a potion, or flicking a wand, you cause the designed function of the object to take effect. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation.
Disrupting Hostility. However, using the object is more difficult when a foe is next to you, due to the chaos of melee combat. Apply penalties based on the item's function:
- Disadvantage on attacks and skill checks (except if the object is made for melee attack).
- Affected creatures have advantage on saving throws.
- Lessening the duration of the effect by one-third of the time.
Fast Hands: If you have this rogue feature, your Cunning Action ignores the penalty when activating the item using a bonus action.
