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MOVE
ACTION
You can move before or a"er you take an acon/or you can move rst, take an ac on, then
move again
Drawing ammuni on for use with a ranged weapon (such as arrows, bolts, sling bullets or shuriken)
Load crossbow
Pick up an item
Move an object
Open a chest
Speaking
Open a door
MAYBE A REACTION
If surprised, you lose your turn for the rst round or combat. This includes loosing use of any reac,on for one
round, measured from the beginning of combat un,l the start of your turn on round two.
COMBAT ACTIONS
During your turn in a combat round, you can
perform any one of the following ac,ons
ATTACK
CAST A SPELL
DISENGAGE
USE AN OBJECT
An object may require an ac,on for
you to use it, or you may need to
use this ac,on to interact with more
than one object in a round
DODGE
HIDE
DASH
You spend the en,re round moving.
This allows you to move twice as far
this round. It is eec,vely a double
move ac,on
HELP
SEARCH
READIED ACTION
Instead of an ac on during your turn, wait for some specic event, then
take your ac on as a reac on. You can s ll move up to your speed, but
can take no other ac on this round.
1) Must say what the triggering event will be.
Can be anything you think might happen that you can observe. If the
event occurs before the start of your turn on the next round you can
perform your readied ac on at any me
2) Must say what ac,on you will take
This can be any of the combat ac ons.
(Note that this ac on will be a reac on and you can only have one reac on
per round. This means that if you take another reac on, you lose your
readied ac on. Conversely if you use your readied ac on you can have no
other reac ons this round).
If the triggering event occurs you can choose to not take your readied
ac on.
Dash: You can move up to your speed
Cast a spell: Cast the spell during your turn but hold o on releasing the
energy of the spell un l the triggering event. You must concentrate to
hold the spells energy. If something breaks your concentra on, the spell
is lost. If the triggering even doesnt occur this round, you can con nue to
hold the spell with the con nued concentra on into the following round,
or you can cast it as an ac on on your next turn, or you can lose it.
IMPROVISED ACTION
Anything not covered by any of the above ac ons.
1) You must explain the improvised ac on to the DM. The DM may rule
that what you want to do will require more than one round, or that it
is simply impossible. The DM may ask you to be more specic regarding the ac on you want to take and how the ac on will achieve the
results you want.
2)The improvised ac on can also include all or part of your move. Successfully jumping on a creature will give you advantage on the a'ack roll. A
failed a'empt results in your move stopping at the point where the a'ack
takes place and may grant your opponent Adv on his next a'ack against
you.
3)
Components: Retrieving a material (M) component is included in the spells ac on. If the spell also has a soma c (S)
component, you can perform required hand gestures while holding the material component in the same hand. If you
are holding two weapons you can sheath one weapon and then draw the material component and cast the spell all in
the same round. (A material component is not consumed with the cas ng of the spell, unless otherwise specied)