Action Cards.pdf
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Action
Actions allow for a variety of tasks that can be performed during your turn.
Attack
Grapple /
Break Grapple
Shove
Cast Spell
Dash
Dodge
Disengage
Distract
Help
Hide
Other
Second
Interaction
Ready
Attacks an enemy using a weapon.
Stops your target from moving unless he or she breaks out of your grasp.
Alternatively, you can use an action to break out of a grapple.
Forcefully move another creature (max of one size larger) 5ft away from you OR
knock the target prone.
Cast a spell or read a spell scroll.
Dash allows you to move again equivalent to your movement speed.
Makes you harder to hit (disadvantage to attack rolls against you and advantage to
dex saving throws you make) until the start of your next turn.
Allows you to move without incurring an attack of opportunity from any hostile
until the start of your next turn.
Make a hostile creature have a hard time hitting with his next attack.
Assist an ally next to you with his or her next attack or skill check.
You can attempt to hide from your enemies if you are out of their line of sight.
Other tasks such as class-specific features that take an action, searching
(Perception), active negotiations mid-combat, or equipping/removing your shield.
A second interaction with an object, item, or weapon can be made using an action
if the interaction has already been spent.
Prepare any of the above that will trigger based on set conditions. Note that
triggering the action uses a reaction.
Interaction
Interactions are quick activities you can do with your hands. An interaction requires a free hand.
Minor
Interaction
Stow / Retrieve
Draw / Sheathe
Pick Up
Interact with an object that does not involve a lot of complexity (ex: taking a
potion, pulling a lever, or opening a door).
Store or retrieve one item from your pack (such as a potion).
Draw or sheathe one weapon that is on your person.
Pick up one item or weapon off the ground.
Bonus Action
Bonus actions are special class-specific actions that can be performed as well as other actions that
your DM might allow.
Off-hand Attack
Class-Specific
Make another attack with a weapon in your other hand after making an attack
action.
Class specific actions that have special effects.
Reaction
Reactions are out-of-turn actions that are done before the start of your next turn as reactionary tasks.
Certain class-specific features or spells also use a reaction.
Attack of
Opportunity
Trigger a Readied
Action
Class-Specific
Feature / Spell
Other Reactionary
Tasks
When a creature moves away from you without using the disengage action.
When you wish to perform the readied action.
Use a reaction to do a class-specific feature or a spell that has a reaction
casting time.
Depending on the DM, you may be allowed to use your reaction to make
certain skill checks. Ex: You may use your reaction to catch an ally from falling
off the cliff.
Move
Movement allows you to traverse the battlefield or allow for other movement-related activities.
Move
Traverse the field as far as your movement speed. Your movement speed can
be broken up between other types of actions. A creature grappled by you
moves with you.
Drop to a prone position without using any movement speed.
Use half your movement to get back on your feet.
Movement cost is doubled for the following: moving with a grappled creature,
moving through difficult terrain, swimming, crawling, and climbing.
Use half your movement speed to get on or off of a mount that is next to you.
Leap upwards a number of feet equal to 3 + strength modifier after moving at
least 10ft, or half that height if jumping from a stationary position; your reach is
equivalent to your jump height + half your own height.
Leap forward a number of feet equal to your strength score after moving at
least 10ft, or half that distance if jumping from a stationary position.
Drop Prone
Stand
Double Movement
Cost
Mount / Dismount
High Jump
Long Jump
Free Action
Free actions are tasks that are instantaneous and allows you to do other activities.
Drop
Talk
Drop an item or weapon in your hand.
Talking to other party members or talking to enemies without actively
negotiating (DM-dependent).
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