Actions
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 allyEffect: 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. FortitudeHit: 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' awayEffect: 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 creatureEffect: 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. ReflexHit: 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 ACHit: 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 ACHit: 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: PersonalEffect: 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. FortitudeHit: You knock the target prone.
Total Defense
You hunker down and focus on deflecting attacks
Action: Standard
Range: PersonalEffect: 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 proneEffect: You move up to half your speed
Escape
You attempt to writhe free of the ogre's grip
Action: Move
Requirement: You must be grabbedEffect: 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 vehicleEffect: 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 proneEffect: 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 creatureEffect: 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 turnEffect: 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