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Dungeons and Dragons

What can you do on your turn?

Optimised/selected for Fight Club.

Standard Actions

ActionDescription
Administer a potionHelp an unconscious creature consume a potion
Aid anotherImprove an ally’s attack roll, defense, skill check, or ability check
Basic attackMake a basic attack
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
Coup de graceMake a critical hit against a helpless enemy
Equip or stow a shieldUse a shield or put it away
GrabGrab an enemy
Ready an actionReady an action to perform when a specified trigger occurs
Second windSpend a healing surge and gain a bonus to defenses (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
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
RunMove up to your speed + 2; grant combat advantage until next turn
Stand upStand up from prone
ShiftMove 1 square without provoking opportunity attacks
SqueezeReduce your space by 1, move up to half your speed, and grant combat advantage
WalkMove up to your speed
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

Minor Actions

Action Description
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 point
TalkSpeak a few sentences

No action

ActionDescription
Delay Put off your turn until later in the initiative order
dungeons_dragons.1620175048.txt.gz · Last modified: 2021/05/05 01:37 by admin