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You use a melee weapon, ranged weapon, or unarmed strike to attack one object or creature you can see. The Making an Attack section details rules about attacks. As part of this action, you can draw or stow carried weapons, and you can pick up any unattended or improvised weapons within 5 feet of you.
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If you have a spell learned or prepared, you can use your action to Cast that spell. You can only Cast once on each of your turns, even if you cast as a bonus action.
For a spell with a casting time longer than 1 action, you must use the Cast action once per turn on consecutive turns for the entire required casting time, and the spell is enacted only with the final Cast action. If this ssequence is interrupted, the previous actions are lost without cost or effect.
Sometimes an item or other effect requires a Cast action to activate it, instead of the more common Use action.
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When you use your action to Dash, you can move an extra time during this turn.
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Search your mind, the surroundings, or the social cues of those around you to realize or recall something that is unclear to you. Typically deducing involves either a Knowledge check to identify or recall a pertinent fact, or a Perception check to notice something hidden or unclear.
A Deduce action can be used to ascertain information in the game world that your protag might know but you as a player might not. For example, how to get to the nearest town, what vulnerabilities a specific monster has, or where that pickpocket ran off to.
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Until the start of your next turn, every attack roll targeting you has disadvantage if you can see the attacker, and you have advantage on all Reflex saves. You lose these benefits if you become Incapacitated or if your speed is reduced to 0.
Dodging Opportunity Attacks. Due to the way opportunity attacks work in PSR, choosing to Dodge usually means your movement doesn't trigger opportunity attacks this turn. A separate action isn't needed.
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When you Help, choose one ally within 5 feet of you to Aid or Assist, or choose one enemy within 5 feet of you to Setup. You can’t Help a Grappled ally.
Aid. First, if your ally has 0 hit points, you can make a Knowledge (Medicine) check against mark 10, and on a success your ally is restored to 1 hit point. Second, if your ally has at least 1 hit point, potentially including the one you just restored, your Aid frees that ally of any Prone or Ignited condition.
Assist. Choose one skill or tool in which you are proficient. Once before the start of your next turn the chosen ally makes an ability check and your chosen proficiency applies, your ally can make the ability check with advantage.
Setup. You setup the chosen enemy for a follow-up attack, such as through distraction or clever positioning. The next time one of your allies attacks the setup enemy and the attack doesn’t already have advantage, the attack roll is made with advantage. This benefit expires if not used by the start of your next turn. A Tiny creature can't setup an enemy.
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You can only Hide if two criteria are both met:
You remain hidden only so long as both criteria remain met, and nothing happens that clearly gives away your position. To any creature you're hidden from, you're effectively Invisible. Only when it is ambiguous whether can remain hidden to a creature, that creature makes a Perception check against your Stealth mark. On a successful check the creature detects your presence, and you are no longer hidden. On a failed check, you remain hidden.
Stealth Mark.
Your Stealth mark numerically represents how difficult you are to detect while hidden. This mark normally equals 10 + your Dexterity modifier.
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You attempt to improvise an action you describe to your narrator. Your narrator determines if the action is possible and what kind of d20 roll—if any—you must succeed to perform the action. If your narrator deems the improvised action isn’t possible, this doesn’t consume your action for the turn. See also: Improvised Weapons.
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When you Influence, you make a Charisma check to affect the behavior or attitude of one or more creatures. Typically one skill from Persuasion, Intimidation, Deception, Performance, or Wilderness applies to the check.
Quickly changing a creature's attitude is rarely easy, but sometimes the right words spoken in the right way can be enough to stay a blade or ignite hostility. Often a longer phase activity will be more effective in changing attitude, but that can't always be afforded.
This action is left deliberately vague, as only your narrator can arbitrate the difficulty of Influencing a given creature in your specific way in the specific circumstances of the moment, and what the possible outcomes might be.
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You Ready a reaction.
You state an action you will take when specific criteria are met. If the stated criteria are met before the start of your next turn, you can use your reaction to take the action you previously stated.
Example: "I Ready my spear to Attack the first monster that comes within my reach" or "I'll Dash into the wagon as soon as it passes under this bridge."
You can even ready a Cast action to cast a spell, but you must specify which spell you're going to cast.
You can always choose to not take the reaction you've Readied, even if the criteria are met.
Readied Bonus Action. When you use your action to Ready, you can choose to ready what is normally a bonus action, but to do so you can't take a bonus action on the turn you Ready.
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Pull out and use an item you're carrying, or interact with any unattended object within 5 feet of you.
For example you could pull a lever, push a heavy stone block, scarf down a piece of bread, put a key into a lock and turn it, shuffle a deck of cards, or pick up a dropped weapon and toss it to an ally, among many other possibilities. Gulping down a potion is instead accomplished with your bonus action.
If this action would call for an attack roll to hit, you'd take the Attack action instead. Striking with an improvised weapon for example is covered by the Attack action.
Tossing an Item. When you toss an item as part of this action, if the item isn't heavy you can toss it easily up to 20 feet. Any creature within 5 feet of the object's trajectory can use its reaction to catch the tossed item. If no creature catches the item, it falls harmlessly on the ground at the point you throw. Your narrator might call for an ability check for a more difficult throw, such as tossing the item in a high arc so it isn't intercepted by a creature between yourself and the intended target, or throwing the item accurately over a distance greater than 20 feet.
Stowing an Item. When you stow an item or set of items, you carry it on your person. Stowing an item is distinct from merely dropping an item. You can drop anything you're holding as part of any action.
Dropping an item is always faster, but presents opportunities for enemies to claim your items for themselves. You can stow or draw weapons you attack with as part of the Attack action, so a separate Use action isn't needed to stow them.
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