List of Combat Actions

From Kronopolis and the Flat Plane
Revision as of 16:00, 12 January 2023 by Wioum (talk | contribs) (→‎Grapple)

Attack

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  • 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
  • You try to bind your target’s weapon. If you succeed, your opponent may not use the bound weapon. You may end the bind at any time.
Choke
  • You attempt to choke a creature that is of a size equal to or smaller than you. If you succeed, the creature immediately begins suffocate. To maintain the choke, you must use a combat action each turn.
Crush
  • You attempt to use your brute strength to squeeze the life out of your opponent. If you succeed, the creature takes your Strength modifier as bludgeoning damage. If you have another extra free hand, you may use it to add 1d4 damage.
Lift
  • You attempt to lift up the creature. The creature's weight is doubled when calculating your carrying capacity and encumbrance, unless you use another free hand.
Meath Shield
Restrain / Wrestle
  • You try to pin a creature grappled by you. If you succeed, the creature is restrained until the grapple ends.
Throw
  • You attempt to throw a creature. If you succeed, you throw the creature up to your throwing distance, knocking the creature prone.
    • The creature's weight is doubled, when calculating your throwing distance for it, unless you are lifting the creature.

Escape Grapple

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.


Shive 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.
    • If the creature is larger than you, they have advantage on their skill check roll.
    • You cannot tackle a creature that is two sizes larger or smaller than you.

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


Dodge


Hide


Climbe a Creature

Climb 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.


Ready

Ready

Search

Search

Spellcasting Action

Spellcasting Action

Use an Object

Use an Object

Improvising an Action

Improvising an Action