Action Options (Edge of Humanity Supplement)
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Action Options[edit]
- ACTIONS
- Attack – Make a attack.
- Cast a Spell – Cast a spell with a casting time of 1 action.
- Dash – Double your movement speed for the turn.
- Disengage – Prevent opportunity attacks when moving.
- Dodge – Gain advantage on Dexterity saving throws and impose disadvantage on attacks against you until your next turn.
- Grapple – Attempt to grapple a creature (contested by their Strength: Athletics or Dexterity: Acrobatics).
- Half grapple: reduces grappled creature speed to 0, grappeler and grappled can attack normally.
- Full Grapple: Grappeler cant attack unless have other means of attack, grappled creatures speed is 0 and cant attack unless has other means of attack. (DM Descretion)
- Help – Grant an ally advantage on their next ability check or attack roll.
- Hide – Attempt to conceal yourself from enemies roll a stealth check.
- Ready – Prepare an action to trigger when a specified condition occurs.
- Search – Look for a hidden object, trap, or creature.
- Shove – Attempt to push a creature prone or shove them 5 feet away (contested by their Strength [Athletics] or Dexterity [Acrobatics]).
- Use an Object – Interact with an object not covered by your free object interaction.
- Special Actions
- Coordinated Strike Action: You spend your action to aid an ally in combat. The chosen ally gains advantage on their next attack, and you can make one weapon attack or use a feature that requires an action.
- Group Coordination: You and any number of allies can work together to perform a shared action, such as a group Stealth or Perception check. Each participant rolls, and the highest result is enhanced by a bonus determined by the DM based on the other rolls.
- Intercept: Move up to half your speed toward an ally being attacked. If you reach them, you may impose yourself as the target. Requires reaction and costs movement on your next turn. Must declare before damage is rolled.
- Take Cover: You hunker down, gaining +2 AC and advantage on Dexterity saves until the start of your next turn if you're within half cover or better.
- Deflect: When an ally within 5 feet is targeted by a ranged attack, you may impose disadvantage if you're wielding a shield or weapon.
- BONUS ACTIONS
- Certain class features, spells, and abilities grant bonus actions.
- REACTIONS
- Opportunity Attack – Attack a creature that moves out of your reach.
- Certain Class Features – Abilities like Uncanny Dodge or Counterspell use reactions.
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