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dungeons_dragons

Dungeons and Dragons

What can you do on your turn?

Optimised/selected for Fight Club.

  • Your Actions: You get the following three actions on your turn:
    • Standard action
    • Move action
    • Minor action
  • Free Actions: You can take any number of free actions on your turn.
  • Any Order: You can take your actions in any order you wish, and you can skip any of them.
  • Substitute Actions: You can take a move action or a minor action instead of a standard action, and you can take a minor action instead of a move action.
  • Extra Action: You can take an extra action by spending an action point once per encounter (see below, or page 286).
  • Other Combatants Actions: Other combatants can take free actions on your turn, and you might take actions that trigger immediate actions or opportunity actions from other combatants

Standard Actions

ActionDescription
Basic attackMake a basic attack
Use a powerThe powers you know are among your most important tools in the game. Because of your at-will powers, you can potentially use a power every round. Action: Most powers require a standard action, but some require a move action, a minor action, a free action, or no action.
Bull rushYou try to push an enemy away. This tactic is useful for forcing an enemy out of a defensive position or into a dangerous one, such as in a pool of lava or over a cliff. Strength Attack: Make a Strength attack vs. Fortitude defense. Do not add any modifiers for the weapon you use. Hit: Push the target 1 square, and shift into the vacated space.
ChargeMove and Attack: Move your speed as part of the charge and make a melee basic attack or a bull rush at the end of your move. +1 Bonus to the Attack Roll: You gain a +1 bonus to the attack roll of your basic attack or bull rush. Movement Requirements: You must move at least 2 squares from your starting position, and you must move directly to the nearest square from which you can attack the enemy. You can't charge if the nearest square is occupied. Moving over difficult terrain costs extra squares of movement as normal
Equip or stow a shieldUse a shield or put it away
GrabYou seize a creature bodily and keep it from moving. The creature you grab can attempt to escape on its turn. Strength Attack: Make a Strength attack vs. Reflex. Do not add any weapon modifiers. You must have at least one hand free to make a grab attempt. Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn. Sustaining a Grab: You sustain a grab as a minor action. You can end a grab as a free action. Effects that End a Grab: If you are affected by a condition that prevents you from taking opportunity actions (such as dazed, stunned, surprised, or unconscious), you immediately let go of a grabbed enemy.
Moved a grabbed targetStrength Attack: Make a Strength attack vs. Fortitude. Do not add any weapon modifiers. Hit: Move up to half your speed and pull the grabbed target with you.
Ready an actionReady an action to perform when a specified trigger occurs
Second windYou can dig into your resolve and endurance to find an extra burst of vitality. In game terms, you spend a healing surge to regain some of your lost hit points, and you focus on defending yourself. Spend a healing surge to regain hit points (see Healing, page 293). +2 Bonus to All Defenses: You gain a +2 bonus to all defenses until the start of your next turn. Once per Encounter: You can use your second wind once per encounter
Total defenseGain a +2 bonus to all your defenses until the start of your next turn
Bluff: FeintGain Combat Advantage: Once per combat encounter, you can try to gain combat advantage against an adjacent enemy by feinting. As a standard action, make a Bluff check opposed by the enemy's Insight check. If you succeed, you gain combat advantage against the enemy until the end of your next turn
Bluff: Diversion Once per combat encounter, you can create a diversion to hide. As a standard action, make a Bluff check opposed by the Insight check of an enemy that can see you (if multiple enemies can see you, your Bluff check is opposed by each enemy's Insight check). If you succeed, you create a diversion and can immediately make a Stealth check to hide.
StealthSuperior Cover or Total Concealment: If you have superior cover or total concealment, a creature can’t see you and can’t be sure of your exact location. If its Perception check beats your Stealth check, though, it knows you are present, knows the direction to your location, and has a vague idea of the distance between the two of you. If its Perception check beats your Stealth check by 10 or more, the creature can pinpoint your location until the end of your next turn, even if you move. Distracted Creature: If a creature is distracted, you can attempt to hide from that creature even when you don’t have cover or concealment. In combat, creatures are assumed to be paying attention in all directions. Outside combat, a creature might be paying attention to something in a certain direction, allowing you to hide behind the creature’s back. You make a Stealth check as normal to avoid the creature’s notice, since it might hear you.

Move actions

ActionDescription
WalkMove up to your speed
ShiftMove 1 square without provoking opportunity attacks
CrawlWhile prone, move up to half your speed
EscapeYou attempt to escape from an enemy who has grabbed you. Acrobatics or Athletics: Make an Acrobatics check vs. Reflex or an Athletics check vs. Fortitude against the creature or effect that immobilized you. Success: You end the grab and can shift as part of this move action. Failure: You’re still grabbed
RunYou can use an all-out sprint when you really need to cover ground fast. However, this is a dangerous tactic—you have to lower your guard to make your best speed, and you can’t attack very well. Speed + 2: Move up to your speed + 2. –5 Penalty to Attack Rolls: You have a –5 penalty to attack rolls until the start of your next turn. Grant Combat Advantage: As soon as you begin running, you grant combat advantage to all enemies until the start of your next turn
Stand upStand up from prone
SqueezeReduce your space by 1, move up to half your speed, and grant combat advantage
AcrobaticsVarious. Balance tasks (sliding on ice, walking on a narrow ledge) and stunts (swinging from chandeliers, somersault over an opponent). See page 180 of the Players Handbook for more. If trained: reduce falling damage.
AthleticsVarious. Climb, long jump, swim. May have some crossover with acrobatics. See page 182 of Players Handbook
Double moveOn your turn, you can move twice if you take a move action instead of a standard action. If you take the same move action twice in a row—two walks, two runs, two shifts, two crawls—you’re taking a double move.

Minor Actions

Action Description
Draw or sheathe a weaponYou can draw or sheathe a weapon
Drink a potionConsume a potion
Drop proneDrop down so that you are lying on the ground
Load a crossbowLoad a crossbow so that you can fire it
Open or close a doorOpen or close a door or container that isn’t locked or stuck
Pick up an itemPick up an object in your space or in an unoccupied square within reach
Retrieve or stow an ItemRetrieve or stow an item on your person

Immediate Action

ActionDescription
Readied actionTake your readied action when its trigger occurs

Opportunity Action

ActionDescription
Opportunity attackMake a melee basic attack against an enemy that provokes an opportunity attack

Free actions

ActionDescription
Drop held itemsDrop any items you currently hold
End a grabLet go of an enemy
Spend an action pointSpend an action point to take an extra action (once per encounter, not in a surprise round). You gain an extra action this turn. You decide if the action is a standard action, a move action, or a minor action
TalkSpeak a few sentences

No action

ActionDescription
DelayPut off your turn until later in the initiative order

Conditions

Blinded

  • You grant combat advantage.
  • You can't see any target (your targets have total concealment).
  • You take a –10 penalty to Perception checks.
  • You can't flank an enemy.

Dazed

  • You grant combat advantage.
  • You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can't take immediate actions or opportunity actions.
  • You can't flank an enemy.

Deafened

  • You can't hear anything.
  • You take a –10 penalty to Perception checks.

Dominated

  • You're dazed.
  • The dominating creature chooses your action. The only powers it can make you use are at-will powers.

Dying

  • You're unconscious.
  • You're at 0 or negative hit points.
  • You make a death saving throw every round.

Helpless

  • You grant combat advantage.
  • You can be the target of a coup de grace. Note: Usually you're helpless because you're unconscious.

Immobilized

  • You can't move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.

Marked

  • You take a –2 penalty to attack rolls for any attack that doesn't target the creature that marked you.

Petrified

  • You have been turned to stone.
  • You can't take actions.
  • You gain resist 20 to all damage.
  • You are unaware of your surroundings.
  • You don't age.

Prone

  • You grant combat advantage to enemies making melee attacks against you.
  • You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies.
  • You're lying on the ground. (If you're flying, you safely descend a distance equal to your fly speed. If you don't reach the ground, you fall.)
  • You take a –2 penalty to attack rolls.
  • You can drop prone as a minor action.

Restrained

  • You grant combat advantage.
  • You're immobilized.
  • You can't be forced to move by a pull, a push, or a slide.
  • You take a –2 penalty to attack rolls.

Slowed

  • Your speed becomes 2. This speed applies to all your movement modes, but it does not apply to teleportation or to a pull, a push, or a slide. You can't increase your speed above 2, and your speed doesn't increase if it was lower than 2. If you're slowed while moving, stop moving if you have already moved 2 or more squares.

Stunned

  • You grant combat advantage.
  • You can't take actions.
  • You can't flank an enemy.

Surprised

  • You grant combat advantage.
  • You can't take actions, other than free actions.
  • You can't flank an enemy.

Unconscious

  • You're helpless.
  • You take a –5 penalty to all defenses.
  • You can't take actions.
  • You fall prone, if possible.
  • You can't flank an enemy.

Weakened

  • Your attacks deal half damage. Ongoing damage you deal is not affected.

Attack Modifiers

Page 279 of PLH.

CircumstanceModifier
Combat advantage against target +2
Attacker is prone –2
Attacker is restrained –2
Target has cover –2
Target has superior cover –5
Target has concealment (melee and ranged only) –2
Target has total concealment (melee and ranged only) –5
Long range (weapon attacks only) –2
Charge attack (melee only) +1
dungeons_dragons.txt · Last modified: 2021/05/10 16:59 by admin