Combat Rounds

In one round a creature may take...

   

Move Action

 
  • Move up to your speed on your turn.
  • Movement can be interrupted to perform any other action and then finish afterward.
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    Primary Action

     
  • Attack with a weapon or cast a spell
  • Grapple a foe with a free hand using your athletics vs their athletics or acrobatics
  • Dash allows you to move up to your speed, in addition to your Move Action.
  • Disengage from mele with a foe. Your movement no longer provokes attacks for this turn.
  • Dodge to focus on defence. Attacks made against you till your next turn have a disadvantage.
  • Help gives an ally advantage to an ability check or attack.
  • Hide gives you the advantage to attacking visible foes and them disadvantage to hit you.
  • Ready an Action performs a single action up until your next turn, using your reaction, once a trigger occurs.
  • Search devotes your turn to finding something. This may require a perception or investigation check.
  • Shove lets you push a foe back 5 feet or knock them prone using Athletics vs their Athletics or Acrobatics.
  • Use an Object that lets you activate or interact with an item that takes an entire turn to function.
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    Bonus Action (when granted)

     
  • Many class or racial features are performed as a bonus action on your turn. These will be specified as such (eg second attack using the Two Weapon Fighting is a bonus action).
  • Swapping or equipping a weapon after combat has begun.
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    One Reaction (if triggered)

      You can use a reaction once at any point during the round until it is your turn again.  
  • Perform a single attack of opportunity.
  • Use a Readied Action that has been triggered.
  • Some spells can only be used as a reaction.
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    One Interaction

     
  • A short amount of speaking (10 seconds) and a simple action like pulling a lever or dropping a weapon.

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