1. Notes

Actions

Rules

Entry

Each turn players have a set of three actions - a Standard action, a Move action, and a Minor action. Standard actions can be converted into move or minor actions, and move actions can be converted into minor actions.

When it is not a player's turn, they can take Immediate actions. A character only has one immediate action per round. Immediate actions can divided into Reactions and Interrupts. All immediate actions have some form of trigger that enables a character to take them. Interrupts happen before the triggering action is resolved, while reactions happen afterwards.

In addition to the above, some rare powers use Free actions or have no action at all. Free actions can be taken regardless of whether it's a characters turn, but unless they have a trigger and are a "free interrupt" they cannot interrupt an action taken by another character. Powers that are no action can be used even while stunned.

Characters can gain an extra standard action by spending an Action point. A character can only spend one action point per encounter, and can recover action points by taking a long rest or reaching a milestone during the day.

The following are powers available to every character at-will, encompassing the most common ways they can interact with combat. This is not an exhaustive list, as skills or objects in the world may present new kinds of choices.

Standard Action Powers

Aid Another

A few small words of encouragement go a long way

Action: Standard
Range: Melee touch ♦ Target: One ally

Effect: You grant the ally advantage on their next d20 roll

Bull Rush

You yourself at your foe and push it back

Action: Standard
Range: Melee 5' ♦ Target: One creature
Attack: Strength vs. Fortitude

Hit: You push the target 5', then shift 5' into the space it left.

Charge

You unleash a fierce cry then rush into combat

Action: Standard
Range: Ranged sight (safe) ♦ Target: One creature at least 10' away

Effect: You move up to your speed to a space adjacent to the target. Each step of movement must bring you closer to the target. Then, make a melee basic attack against the target.

Coup de grace

A killing blow to a defeated foe

Action: Standard
Range: Melee Weapon ♦ Target: One unconscious or otherwise helpless creature

Effect: You make an attack against the target and automatically score a critical strike

Grab

Get Over Here!

Action: Standard
Requirement: You must have a hand free
Range: Melee touch ♦ Target: One creature that is no more than one size category larger than you
Attack: Strength vs. Reflex

Hit: You grab the target until the end of the next round. You can end this grab as a free action.
Sustain Minor: The grab persists for another round

Melee Basic Attack

You swing your sword

Weapon

Action: Standard
Range: Melee Weapon ♦ Target: One creature
Attack: Strength vs AC

Hit: 1[W] + Str modifier damage

Level 11: 2[W] + Str modifier damage
Level 21: 3[W] + Str modifier damage

Ranged Basic Attack

You shoot your bow

Weapon

Action: Standard
Range: Ranged Weapon ♦ Target: One creature
Attack: Dexterity vs AC

Hit: 1[W] + Dex modifier damage

Level 11: 2[W] + Str modifier damage
Level 21: 3[W] + Str modifier damage

Second Wind

You take a deep breath and get ready to continue the fight

Healing

Action: Standard ♦ Recharge: Short Rest
Range: Personal

Effect: You spend a healing surge and gain a +2 bonus to all defenses until the end of the next round.

Shove

You yourself at your foe and push it back

Action: Standard
Range: Melee 5' ♦ Target: One creature
Attack: Strength vs. Fortitude

Hit: You knock the target prone.

Total Defense

You hunker down and focus on deflecting attacks

Action: Standard
Range: Personal

Effect: Attacks against you have disadvantage until the end of the next round.

Move Action Powers

Crawl

Not exactly graceful but might avoid notice

Action: Move
Requirement: You must be prone

Effect: You move up to half your speed

Escape

You attempt to writhe free of the ogre's grip

Action: Move
Requirement: You must be grabbed

Effect: You make an Athletics or Acrobatics check to escape the grab. If the grab effect has a DC you roll against that, otherwise you make Athletics checks against the grabbing creature's Fortitude and Acrobatics checks against the grabbing creature's Reflex. If you succeed, you escape and can shift 5'.

Hop On

You vault onto your trusty steed

Action: Move
Range: Melee 5' ♦ Target: One mount or vehicle

Effect: You get on the target

Run

Run F0R-35T Run!

Action: Move

Effect: You move up to your speed plus 10'. You have disadvantage on attack rolls and grant Edge to all attackers until the end of the next round.

Stand Up

You return to your feet

Action: Move
Requirement: You must be prone

Effect: If your space is unoccupied you stand up in it. If your space is occupied but there are adjacent unoccupied spaces you can shift 5' then stand up. If your and each adjacent space is occupied you can't stand up.

Shift

You move tactically to avoid a foes attacks

Action: Move

Effect: You shift 5', which doesn't provoke opportunity attacks

Walk

You move with purpose

Action: Move

Effect: You move up to your speed

Minor Action Powers

Detect a Hidden Enemy

A bag of flour would make this easier

Action: Minor

Effect: You make a perception check against a hidden enemy's stealth check to find their location. (This doesn't negate any bonuses from cover, concealment, or invisibility, it just lets you know what space they're in and prevents them from gaining any benefits that require being hidden)

Drink a potion

You quaff the grape-tasting healing potion

Action: Minor

Effect: You imbibe the potion and gain its benefits

Drop prone

You dip, duck, dive, and dodge

Action: Minor

Effect: You fall prone

Open or close a door

You shut the door in the skeleton's face

Action: Minor

Effect: You open or close a door in an adjacent space

Pick up an item

5 second rule

Action: Minor

Effect: You retrieve an item from the floor

Retrieve or Stow Item

You grab a potion from your belt

Action: Minor

Effect: You retrieve an item from an easily accessible location on your person, such as a belt pouch or weapon sheathe

Immediate Action

Opportunity Attack

You smack a foe as it attempts to flee

Action: Immediate interrupt (Trigger: An adjacent enemy you can see moves or makes a ranged attack)
Range: Melee 5' ♦ Target: The triggering creature

Effect: You make a melee basic attack against the target

Free Action

Drop held item

You respond to the heat metal spell by dropping your sword

Action: Free Reaction

Effect: You drop an item to the floor in your current space

Spend an action point

Immigrant Song starts playing

Action: Free Reaction  ♦ Recharge: Short Rest
Special: You may only use this on your turn

Effect: Choose one of the following effects

  • Reroll any roll (d20 or damage)
  • Force an enemy attack to reroll
  • Take an extra standard action this turn
  • Recharge a short rest power

Talk

You give your companions some quick directions

Action: Free Reaction

Effect: You say a relatively short phrase or sentence

Created by Joseph Meehan 4 years ago. Last modified by Joseph Meehan 1 month ago