Actions

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Types of Actions

Cast a Spell

Spellcasters such as Black Mages and Geomancers, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 2 actions, so a spellcaster often uses his or her action in combat to cast such a spell.

Crawl

Move

Requirements. You are Prone and your Speed is at least 4m.

You move 2m by crawling and continue to stay

Prone
.

Delay

Trigger. Your turn begins.

You can use this free action when your turn begins, waiting for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.

When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage.

You lose this benefit if you are

Incapacitated
or if your speed drops to 0.

Drop Prone

Move

You fall

Prone
.

Escape

Attack

You attempt to escape from being

Grappled
. Choose one creature, object, spell effect, hazard, or other impediment imposing this condition on you. Attempt a Strength (Athletics) or Dexterity (Acrobatics) check against the DC of the effect.

Critical Success (+10). You get free and remove the Grappled condition imposed by your chosen target. You can then move up to 2m.
Success. You get free and remove the Grappled condition imposed by your chosen target.
Critical Failure (–10). You don't get free, and you can't attempt to Escape again until your next turn.

Help +

Trigger. An ally is about to use an action that requires a skill check or attack roll.

Requirements. The ally is willing to accept your help, and you have prepared to help (see below).

You try to help your ally with a task. To use this reaction, you must first use one action to prepare to help. You must explain to the GM exactly how you're trying to help, and they determine whether you can Help your ally. For example, you might say to your GM that you will try to do a basic flourish of magickal sparks to distract a nearby enemy when an ally attacks them, and the GM might ask you to make an Arcana check. Helping an ally in combat usually requires you to be adjacent to an ally or an enemy.

When you use your Help reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 13, but the GM might adjust this DC for particularly hard or easy tasks. The GM can even allow you to Help with d20 rolls other than skill checks and attack rolls.

Critical Success (+10). You grant your ally Advantage on the triggering ability check or attack roll. If they already had Advantage, they gain a +4 bonus instead.
Success. You grant your ally a +2 bonus to the triggering ability check or attack roll.

Interact

Manipulate

You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. This action can also be used to swap a weapon that you are wielding with a weapon that is sheathed. You might have to attempt a skill check to determine if your Interact action was successful.

Leap

Move

You take a careful, short jump. You can Leap up to 3m horizontally if your Speed is at least 6m, or up to 4.5m horizontally if your Speed is at least 10m. You land in the space where your Leap ends (meaning you can typically clear a 1.5m gap, or a 3m gap if your Speed is 10m or more).

If you Leap vertically, you can move up to 1m vertically and 1.5m horizontally onto an elevated surface.

Jumping a greater distance requires using the Athletics skill.

Ready +

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.

If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.

Release

Manipulate

You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action.

Search

When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

If you're looking for creatures, choose an area you're scanning. If precision is necessary, the GM can have you select a 12m Cone centred on you, or a 6m radius Sphere within line of sight. You might take a penalty if you choose an area that's far away. You make a Wisdom (Perception) check, and the result is compared to the Dexterity (Stealth) DC of the hidden creatures in the area.

If you're using Search to look for objects (including secret doors and hazards), you search up to a 4m square adjacent to you. You make an Intelligence (Investigation) check, and the result is compared to the DC to detect each object in the area.

Stand

Move

You stand up from

Prone
.

Step

Move

You carefully move 2m. Unlike most types of movement, Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square.

You can't Step into Difficult Terrain, and you can't Step using a Speed other than your land Speed.

Stride

Move

You move up to your Speed.

Strike

Attack

The most common action to take in combat is the Strike action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

With this action, you make one melee or ranged attack, making an attack roll and comparing it against the target's Armour Class (AC).

(After using this action, or any other action with the "Attack" tag, you suffer a Multiple Attack Penalty. The second time you use an action with the "Attack" tag, you take a –5 penalty to the roll. On the third or subsequent time, you take a –10 penalty.)

Critical Success (+10). As success, but you deal double damage.
Success. You deal damage according to the weapon damage, including any modifiers, bonuses, and penalties you have to damage.

Take Cover

You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you currently have half cover, you instead gain three-quarters cover, which provides a +5 bonus to AC and Dexterity Saving Throws. Otherwise, you gain the benefits of half cover (a +2 bonus instead).

This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.

Improvising an Action

Your character can do things not covered by the actions in this section, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character's ability scores.

When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.