Actions

Actions cost Action Points (AP), and can be performed on your turn in any order, as long as you still have remaining action points. By default, you have 6 maximum Action Points. You start your turns with your maximum amount of Action Points. Some spells or effects may add additional action points to your turn, and some items or effects may adjust your maximum Action Points. Here is a table of actions you may take:

Action

AP Cost

Action Description

Movement

0

(Movement is technically not an action.)

You can move up to your Movement Speed for no AP cost at any point on your turn. Moving in difficult terrain, climbing, crawling, and swimming double the cost to move. Dropping to prone costs 0 feet of movement.

Stand

1

You stand up from the Prone position. This action also requires you to use half of your Movement.

Dash

1

You run 5ft without expending Movement.

Long Jump

0

Long Jumping uses your Movement, and assumes the height of the jump does not matter. If there is a low obstacle in the way, you may need to make a Athletics check to clear it. If you get a 10 foot run-up, you can jump a number of feet equal to your Strength score. A standing long jump lets you move half that distance. Landing a long jump in difficult terrain makes you take a DC10 Athletics or Acrobatics check, or you fall prone.

High Jump

0

High Jumping uses your movement, and allows you to jump a height in feet equal to 2 + half your Strength modifier, rounded up (minimum of 1). With a 10 foot runup, and a sufficient surface, you can apply half of your Dexterity modifier (rounded down) to the jump height.

Attack

2-5 (Normally 3)

Check your weapon’s AP cost.

You attack with an equipped weapon. Roll a D20+Weapon Accuracy to hit, and each weapon or spell has its own damage attributes and rolls.

Load Weapon

1

You reload an empty Loading weapon. Drawing or grabbing the ammunition required to load the weapon is a part of this action, so you may need a free hand.

Spellcast

0-6

Check your spell’s AP cost.

You cast a spell. Its AP cost and effects are described on the spell card.

Dual Attack

4

Attack with a weapon in each hand, if possible. See: Wielding Weapons and Offhand Weapons

Offhand Attack

2

Attack with your offhand weapon with no bonus to damage, if you have already attacked.

Grapple

3

You attempt to grab a target. Make a Athletics (Strength) check, contested by the targets Athletics (Strength) or Acrobatics (Dexterity) check. If you win the contest, the target’s Movement is reduced to 0. The target must stay within 5ft of you, and moves with you if you do. Your movement is halved if you are grappling a creature, unless the grappled creature is 2 sizes smaller than you or smaller.

Shove

2

You attempt to shove a target. The target must be no more than one size larger than you and must be within your reach. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest you push the target 5 feet away from you.

Stagger

3

You attempt to Stagger a target. The target must be no more than one size larger than you and must be within your reach. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, the target is Staggered until they end their turn.

Knock

3

You attempt to knock a target down, causing them to fall prone. The target must be no more than one size larger than you and must be within your reach. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, the target is knocked prone.

Disengage

3

Your movement does not provoke Opportunity Attacks for the rest of the turn.

Dodge

4

Attacks made against you are made at Disadvantage, and you gain a +2 bonus to Dexterity Saving Throws until the start of your next turn, or until you are Incapacitated.

Escape

4

You attempt to escape a grapple. Make a Strength (Athletics) or Dexterity (Acrobatics) check, contested against the target’s Strength (Athletics) check. If you win the contest you escape the grapple.

Help

3

You aid an ally in a task. The next skill check or attack roll within 5 feet that you have chosen to help with is made at Advantage.

Interaction

0-1

An interaction is a simple action that can be performed quickly or without much thought or effort, such as crouching down and grabbing a loose item, opening a door, pulling a well oiled lever, kicking some dust, stowing an equipped weapon into it's sheath, or drawing a sheathed weapon. You get 1 free interaction, and every interaction after that costs 1 AP for the rest of your turn.

Hide

4

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for Hiding.

Mount

4

You mount a mountable creature if you are within 5 feet of the creature.

Dismount

2

You dismount a mountable creature to a position within 5 feet of it.

Forcefully Climb

4

You forcefully climb upon a creature 2 sizes larger than you or more within 5 feet of you. See: Forcefully Climbing upon a Creature

Disarming Attack

Attack AP Cost

You attack at a creature’s weapon and attempt to disarm them. Make a melee attack. The attack roll must exceed the target creature’s Strength or Dexterity Attribute to hit. The target of the disarming attack may choose which Attribute to use for this check. If the attack hits, you and the target creature make contested Athletics or Acrobatics checks. If you win the contest, the target creature drops their weapon, which falls somewhere between you and the target creature.

An Action's AP cost cannot be brought lower than 0.