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 path, or an action that you improvise.
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
With this action, you make a number of melee or ranged attacks based on the weapon used.
When you are wielding two or more weapons, you can choose to perform a double-strike. With this action, you make a number of melee or ranged attacks against a single target creature with two weapons you are wielding in any order of your choice. You must use a different weapon for each attack and you take a -8 penalty for both attack rolls.
Unarmed Double-strike. When you are unarmed, you can still use the Double-strike feature, with both attacks being unarmed attacks. As well, you can double strike with only one wielded weapon, however the second weapon must be an unarmed strike.
Using your brute forth and strength, you try destroy a creatures equipment by making a break action. The target of your break must be within your reach, and you must be wielding an object that enables you to perform a break action or have a weapon with a break value greater than the targeted items break value.
When you take the break action, choose a weapon the creature is wielding or the creatures outer-most functional armor layer (armor or fiber) that the creature is wearing. You make a Destruction check in an attempt to shatter the chosen piece of equipment. This skill roll is made with disadvantage unless the target is prone, incapacitated, or has a speed of 0. The result of this Destruction check becomes the force of the break.
If the force of the break is equal to or greater than the Break value of the targeted item, the creating wearing the item must make a Dexterity saving throw, with the force acting as the DC. On a failed save, the target item becomes broken and unusable.
Repair. Broken weapons and armor can be repaired. See the services page for repairs.
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Using at least one free hand, you try to contest control of an item another creature is holding as an action. The target of your disarm can not be a larger size than you (i.e. a medium creature can not disarm a large creature) and must be within your reach.
Size Disadvantage. When you perform a disarm action against a creature that is 2 or more sizes smaller than you, you have disadvantage on all Sleight of Hand checks made as part of the action.
When you take the disarm action, you make a Slight of Hand check in an attempt to remove an item from a creature. The item must be visible and can not be integrated into the targets armor. The result of this Sleight of Hand check becomes the nimbleness of the disarm.
The target of your disarm can make a Fortitude or Dexterity saving throw with the nimbleness acting as the DC for the save, however, the target can only make a Fortitude saving throw if the item is held in its hand. On a failed save, choose one of the following effects:
- You take the targeted item from the creature and hold it in the hand used for the disarm action.
- The item falls to the ground and you can choose to kick it up to 15 feet away in any direction.
When you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.
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.
Using at least one free hand, you try to seize the target by making a grapple action. The target of your grapple can not be a larger size than you (i.e. a medium creature can not grapple a large creature) and must be within your reach.
Size Advantage. When you perform any grapple actions against a creature that is 2 or more sizes smaller than you, you have advantage on all Overpower checks made as part of the action.
When you take the Grapple action, you make an Overpower check in an attempt to grab a creature. The result of this Overpower check becomes this grapple’s grip strength.
The target of your grapple can choose to make a Dexterity or a Fortitude saving throw with the grip strength of this grapple acting as the DC for the save. On a failed save, you subject the creature to the grappled condition.
Ending a Grapple. You can end the grappled condition on any creature you have grappled by releasing your grip. Doing so is a free action and can be done at any time.
Multi-Grapple. You are able to grapple as many creatures as you have available hands. In addition, you can grapple a creature more than once (using two hands), making it more difficult to escape your grasp.
Dragging. If you are grappling a creature, you can forcefully move any creature that is grappled by you. Every foot of Movement made while dragging a creature costs 1 extra foot. You can also move a creature while you stand still.You must choose a path that is within your reach and each foot of movement that you move the creature costs you 1 foot of movement.
When you are grappled by another creature, you can attempt to break out of the creature’s grasp. As an action, you can attempt to end the grapple by making an Overpower check with the grapples grip strength as the DC. On a success, the grapple ends.
Size Disdvantage. If you are grappled by a creature that is 1 or more sizes larger than you, you have disadvantage on any Overpower skill rolls to break out of a grapple.
Double Grapple. If you are grappled by more than once source, you have disadvantage on any Overpower skill rolls to break out of a grapple. However, the result of your Overpower check is compared to all grip strengths affecting you, allowing you to break multiple grapples with a single roll.
While you have a creature grappled, you can attempt to strengthen your hold on the creature. As an action, you can reinforce the grip strength of the grapple you are maintaining by making a Overpower check. You can choose to keep the current grip strength or replace it with the result of this Overpower check.
While you have a creature grappled, you can use an action to throw them. The grappled creature must weigh no more than two times your carry capacity for you to use this action, however if you are grappling the creature with both hands, the creature can be up to three times your carry capacity.
You make an Overpower check. The maximum distance you can throw the creature is equal to half the result of the overpower check. The thrown creature must make a Dexterity saving throw with your Overpower check as the DC. On a failed save, it falls prone.
When you take the Hide action, you make a Stealth check in an attempt to hide. The result of this Stealth check becomes your hidden value. If a hostile creature has visibility of you when you use this action, you immediately lose your hidden value. Lastly, after you take the hide action, you can not use any actions other than Dash or actions gained through paths.
Using the strength of a kick or shove, you try to drive the target back by making a shove action. The target of your shove can not be a larger size than you (i.e. a medium creature can not shove a large creature) and must be within your reach.
Size Advantage. When you perform any shove actions against a creature that is 2 or more sizes smaller than you, you have advantage on all Overpower checks made as part of the action.
When you take the shove action, you make an Overpower check in an attempt to repel the creature. The result of this Overpower check becomes the force of the shove.
The target of your shove must make a Fortitude saving throw with the force acting as the DC for the save. On a failed save, choose one of the following effects:
- The target is knocked prone.
- You forcefully move the target up to 20 feet directly away from you.
- You forcefully move the target up to 10 feet in any direction.