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{{:Shove}} | {{:Shove}} | ||
===[[ | ===[[Shove Aside]]=== | ||
{{:Shove Aside}} | {{:Shove Aside}} | ||
Latest revision as of 16:48, 12 January 2023
Attack
</noinclude>
- As a combat action, you swing a sword, fire an arrow from a bow, or brawl with your fists. You make one melee or ranged attack.
Grapple
- As a combat action and at least one free hand, you try to seize the target by making a grapple check, a Strength (Brawn) check contested by the target's Strength (Brawn) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition.
- You can release the target whenever you like (no action required).
- When you grapple a creature, you may as a combat action make a grapple check to attempt a grapple action, to wrestle with it further.
- The target of your grapple must be no more than one size larger than you, and it must be within your reach.
- You lose the grapple if you are incapacitated.
Action | Details |
---|---|
Bind |
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Choke |
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Crush |
|
Lift |
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Meath Shield |
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Restrain / Wrestle |
|
Throw |
Escape Grapple
- As a combat action, the creature must succeed with a Strength (Brawn) or Dexterity (Acrobatics) check contested by the creature's Strength (Brawn) check.
See Grappling Actions for options when you are grappling.
Overrun
- As a combat action, you attempt to move through a hostile creature's space, forcing your way through by overrunning them. Make a Strength (Athletics) check contested by the hostile creature's Strength (Brawn) check. You have advantage on this check if you are larger than the hostile creature, or disadvantage if you are smaller. If you win the contest, you can move through the hostile creature's space once this turn.
- If you have advantage, then the hostile creature must make a Reflex saving throw against the lower of the two d20s. If it fails, it is knocked prone or shoveed 2 meters to the side.
Shove
- As a combat action, you shove a creature, either to knock it prone or push it away from you. You make a Strength (Brawn) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 2 meters away from you.
- The target must be no more than one size larger than you, and it must be within your reach.
Shove Aside
- As a combat action, you force a target to the side. You make a Strength (Brawn) check with disadvantage contested by the target’s Strength (Brawn) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you move the target 2 meters to a different space within your reach.
- The target of your shove must be no more than one size larger than you, and it must be within your reach.
Tackle
- As a combat action, you attempt to tackle a creature after moving at least 5 meters in a straight line towards your target. You make a Strength (Brawn) check contested by the target's Strength (Brawn) or Dexterity (Acrobatics) check. If you win the contest, both you and the target are both knocked prone and the creature is grappled.
Tumble
- As a bonus action, you may try to tumble through a hostile creature's space, ducking and weaving past the opponent. You make a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If you win the contest, you can move through the hostile creature's space once this turn.
Disengage
- As an action, you cannot be the target of Opportunity attacks.
Dodge
- As an action, until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Reflex saving throws with advantage.
- You lose this benefit if you are incapacitated or if your speed drops to 0.
Hide
- As an action, you make a Dexterity (Stealth) check in an attempt to conceal your presence. On a success, you become Hidden.
Climbe a Creature
Help
- As an action, you aid another character in a task. You must have proficiency in that skill and make a DL 10 skill check with that skill. You cannot use this action if you suffer disadvantage to the roll. If you score a critical success on your DL 10 skill check, the action you are helping towards succeeds even if the character who is being helped has failed.