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You can move at any time during your turn (before, after, or during actions).
Move Climb Swim
Cost: 5ft per 5ft Cost: 10ft per 5ft Cost: 10ft per 5ft
Drop prone Crawl Stand up
Cost: 0ft Cost: 10ft per 5ft Cost: half movement speed
High jump Long jump Improvise
Cost: 5ft per 5ft Cost: 5ft per 5ft Any stunt not on this list
Difficult terrain Grapple move
Cost modifier: +5ft per 5ft Modifier: speed halved
ACTION 1/TURN
You can also interact with one object or feature of the environment for free.
Attack Grapple Shove
Melee or ranged attack Special melee attack Special melee attack
Cast a spell Dash Disengage
Cast time of 1 action Double movement speed Prevent opportunity attacks
Dodge Escape Help
Increase defenses Escape a grapple Grant an ally advantage
Use Object Use shield Hide
Interact, use special abilities Equip or unequip a shield
Search Ready Use class feature
Choose trigger and action Some features use actions
Improvise
Any action not on this list
ENVIRONMENTAL EFFECTS
Effects that obscure vision can prove a significant hindrance to most adventuring tasks.
Lightly obscured Heavily obscured
Disadvantage on Perception Effectively blind
Some creatures have extraordinary senses that allow them to perceive their environment.
Blindsight Darkvision Truesight
Perceive without sight Limited vision in darkness See in darkness
Obstacles can provide cover during combat, making a target more difficult to harm.
Half cover Three-quarters cover Full cover
Low wall, furniture Portcullis, arrow slit Completely concealed