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Encounter Actions

The following is a list of common actions during Encounter Mode. Most are used during combat or themselves trigger combat to begin, such as the use of a Strike action is considered hostile. Some are applicable in more inclusive uses of the Encounter mode, like the Aid action which can be used very effectively in skill challenges as well as combats. These are by no means a complete list, as Encounter mode frequently utilizes other actions such as those from the Skills Section or those not listed in this book.

Reading an Action Entry                                     

tags

  • Action Type: What action is used to perform the activity
  • Trigger: If the action type is a reaction, this lists what must happen to allow the reaction to be used
  • Requirement:  Any conditions, abilities, or situation that must be true to use the action

Details of the action, including anything you must do and what happens. Some actions, such as Combat Maneuver, include multiple options listed in the entry’s details.


Aid

  • Reaction
  • Trigger: An ally is about to use a skill
  • Requirements: The ally accepts your aid

Use the same skill against the same DC as your ally to try and grant a bonus to your ally. On a success you grant a 1d6 Assist bonus, on a critical success you grant a 2d6 Assist Bonus, and on a critical failure you grant a 1d6 Assist penalty. The ally can only accept up to three Assist bonuses on any one check.


Attack of Opportunity

  • Reaction
  • Trigger: A creature within range of your melee weapon takes an action with the move or manipulate tags
  • Requirement: You are wielding your melee weapon.

Make a Strike against the triggering creature as a reaction. Unless otherwise stated, any action that has a move or manipulate tags provokes this reaction.


Charge

move

  • Double Action

You move up to double your Speed in a straight line that does not pass through any creature or object. At the end of this charge, you can make a Strike with advantage on the attack roll.


Combat Maneuver

  • Double Action

You attempt one of the following maneuvers by rolling an Athletics check against the target’s Passive Athletics.

  • Disarm. Target must be within your reach, you must either be wielding a weapon with the Disarm tag or have at least one hand free, and your target must be wielding a weapon. You attempt to take their weapon. If your target is wielding a weapon with two hands, the DC increases by 5.
  • Grapple. Target must be within your reach, and you must have at least one hand free. Inflict the Grabbed condition on your target. If you are successful, all other creatures which attack you gain advantage. You can maintain it as a single action without another check.
  • Pull. Target must be within your reach, and you must have at least one hand free. You pull your target 5 feet. The target of this maneuver must end the 5-foot movement in a square next to yours.
  • Shove. Target must be within your reach, and you must have at least one hand free. You push your target 5 feet in any direction away from you.
  • Trip. Target must be within your reach, and you must either be wielding a weapon with the Trip tag or have both hands free. You cause your target to fall down and gain the Prone condition.

Crawl

move

  • Single Action
  • Requirements: You have the Prone condition and are able to move

You move 5 feet in any direction of your choosing.


Delay

  • Free Action
  • Trigger: Your turn begins

You decide to wait. You do not act now but can jump into the round after any creature and act as normal. This permanently changes your initiative order.


Demoralize

  • Double Action

You attempt to cow an opponent. You make an Intimidation check against the target’s Passive Insight. On a successful check, the target is Frightened 1 for 3 rounds. If you are not proficient in Intimidation, you take disadvantage on this roll.


Drop

  • Free Action
  • Requirements: You are holding an object

You drop what you are holding.


Drop Prone

move

  • Single Action

You gain the Prone condition as you drop to the ground. This action does not trigger an Attack of Opportunity.


Feint

manipulate, move

  • Single Action
  • Requirements: You must be wielding a melee weapon

You attempt a Deception check against your target’s Passive Perception. If successful, you gain advantage on your melee attacks for the round against that opponent. This only triggers an Attack of Opportunity if the Deception check critically fails. If you are not proficient in Deception, you take disadvantage on this roll.


Interact

manipulate

  • Single Action

You change an object or terrain. Examples of such actions include opening a door, picking up an object, or drinking an elixir.


Raise Shield

move

  • Single Action
  • Requirements: You are wielding a shield

You move your shield to block incoming attacks for a round until your next turn. All attacks for the round, if they hit, reduce the damage dealt by the Hardness of the shield. Each successful attack that deals damage to you while you have your shield raised inflicts 1 Dent to the shield. This does not trigger an Attack of Opportunity.


Ready

concentration

  • Double Action

You prepare to do a single or double action by naming a condition for it to commence. Between preparing a Ready action and completing it when the trigger occurs, you must spend at least one action in concentration to maintain the Ready action. If you do not take the concentration action or change your situation sufficiently as to alter the Ready action or the condition named, you lose the Ready action. This can be triggered during any creature’s turn in the initiative and, if it occurs during another creature’s turn, it becomes a Reaction and uses the necessary number of reactions. Not having enough reactions when your action(s) is triggered does not prevent you from following through.


Run

move

  • Double Action

You move up to four times your speed in a straight line that does not pass-through other creature’s space or sturdy objects.


Seek

concentration

  • Single Action

You attempt a Perception check as you search with sight, scent, touch, or through another primary sense in an area no greater than 10 feet in any dimension.


Stand

move

  • Single Action
  • Requirements: You have the Prone condition

You stand up and lose the Prone condition.


Step

move

  • Single Action
  • Requirements: Your Speed is 10 or more

You carefully move 5 feet. This action does not trigger an Attack of Opportunity.


Stride

move

  • Single Action

You move a distance up to or equal to your Speed.


Strike

  • Single Action

You make an attack roll with a weapon or other ability. For each Strike action in a turn, after the first you accrue penalties, this is called the Multi-Attack Penalty.

Multi-Attack Penalty: During a creatures turn, each Strike action after the first takes a penalty. The second Strike has a -5 penalty. The third and subsequent Strikes take a -10 penalty. This does not apply to Strikes not taken during your turn, such as on a reaction.


Take Cover

  • Single Action
  • Requirements: There is an object next to you that is large enough to cover you

You gain the Cover condition until you Strike, Stride, or otherwise take an action that would mean moving from behind the object proving the cover.


Talk

  • Free Action
  • Requirements: Have the ability to speak

You can communicate in a language you understand well enough to talk in. If you are attempting to change another creature’s attitude or lie to them, this action becomes a single action and requires either a Deception or Diplomacy check depending on the circumstances.


Total Defense

  • Triple Action

You take the time to protect yourself. Increase your AC by 5 until the beginning of your next turn.


Withdraw

move

  • Triple Action

You Stride cautiously up to three times away from an opponent. You ignore all Attacks of Opportunity that are provoked from this action.