Action¶
Common Actions¶
A character may take one action each turn. An action includes anything that can be done in a few seconds, for example:
- Making a melee, ranged or thrown attack
- Casting a spell
- Dodging
- Sheathing or stowing one or more items
- Retrieving an item from a backpack
- Picking up or retrieving an item from the ground
- Drinking a potion snatched from your belt or other easily reached location
- Activating a magic item Drawing or otherwise readying a weapon (or two weapons, or a weapon & shield) that is on your person is a special exception and may occur as part of an attack. Note that picking a lock or disarming a trap are not on the above list because that usually takes more than a few seconds.
Dropping an item does not require an action (“no action”). For example, if a barbarian armed with a greataxe suddenly needs to fire his bow, instead of spending an action to stow his greataxe, and then ready and shoot his bow the next round, he could simply drop his axe and immediately ready and shoot his bow. In this example however, the barbarian’s axe is now on the ground, which requires an action to retrieve (should he need it later).
Some abilities allow adventurers to take special actions or cause effects during other character’s turns, for example Rescue Exploits and the Bard’s Inspire Greatness ability.
Attacks¶
When you use your action to attack, you may draw or otherwise prepare your weapon (or two weapons if dual wielding, or weapon and shield) as part of the action to attack. If you are already holding other items, you may drop them (no action). Otherwise it costs an action to sheath, stow, sling or pack away held items.
Melee Attacks¶
To attack in melee, a character must usually be within 5 ft of their opponent (some weapons and monsters allow melee attacks up to 10 or 15 ft distant). To attack with a melee weapon, roll 1d20 + your class level attack bonus (see class table) + Str modifier. If the result is equal to or higher than the target's Armour Class (AC), you hit. Roll damage per the weapon table + Str modifier.
Ranged Attacks¶
To attack with a ranged or thrown weapon, roll 1d20 + your class level attack bonus + Dex modifier. If the result is equal to or higher than the target's AC, you hit. Roll damage according to the weapon table + Dex modifier.
When using ranged weapons to attack into a swirling melee, if you miss your intended target, there is a 33% chance you must reroll the attack against a random ally (if any) in the same melee. A target in melee generally counts as being half covered, gaining a +2 bonus to AC.
Making a ranged attack while within reach (usually 5 ft) of an opponent who is not stunned or otherwise incapacitated suffers disadvantage. Ranged attacks may be made up to the distance nominated in the equipment lists at no penalty, or up to twice as far with disadvantage.
Suffering Damage¶
Damage is deducted from the target's hit points. When a monster is reduced to zero hit points, it dies. When an adventurer is reduced to zero hit points, they are unconscious or dead. See the Injuries & Healing section for more details.
Example
A 3rd level Fighter with 14 Str has a class to hit bonus of 3, and a Str modifier of 1, for a total of +4. He attacks a skeleton with AC 11. On a 1d20 roll of 7 or more (+4, total 11), the skeleton is hit and damage is rolled. If the Fighter was using a longsword, the damage would be 1d8+1 hit points (longsword weapon damage being 1d8, plus 1 for Str).
Dodging¶
A character may use their action to dodge, parry or otherwise focus on defence. Until the start of her next turn, a dodging character has advantage on Dex checks to resist adverse effects and Luck (Dex) saves, and enemies suffer disadvantage on attack rolls against her.