Combat Reference

Every Combat Turn you can…

Move

A player can move 20+Dexterity Modifier in Meters (approx). And do the things below during that movement.
Standing up from a Prone position costs half movement.

Go Prone

Drop to the ground. Movement whilst Prone is halved.
Creatures get an Attack Roll Advantage when attacking Prone creatures within melee range, and an Attack Roll disadvantage if not within melee range).
Moving while Prone is done at half Speed.

Interact / Improvise

Something that only takes a few seconds. eg. drink a potion, draw or sheathe a weapon, drop or pick up an item, open or close a door, remove an object from a pouch or pocket, pick up an item, say something, throw a lever, pass an item to another character etc. (Ask DM if unsure).

Perform a Reaction

Only available with some skills, items, or spells.

Perform a Bonus Action

Only available with some skills items, or spells.

Perform One Action

Available Actions are:

Cast a Spell

Including Spell Scrolls, and Magical Items that require activation.

Dash

Double your movement for the turn.

Dodge

Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker. And you have advantage on Dex saves.

Ready

Lets you ready an action, with is used before the start of your next turn. First, you decide what Action you will take, and a situation that will trigger the Action. You can also choose to Move, Prone, or Stand Up instead of readying an Action.

Hide

If an object within movement range will obscure you, (ask GM for options) you can hide. If you are within site of enemies when attempting to hide, you will roll Dexterity Check against their Mind Checks, if they fail you have hidden. If they succeed, at least you now have Cover (See below)

Search

Make a Mind ability check to find something.

Attack

Make a Melee or Ranged Weapon Attack.

Two-Weapon Attack

Make a Melee Attack with one weapon, and use your Bonus Action to Attack again with your off-hand weapon (no damage modifier).

Grapple

With at least one free hand, you can use an Attack to grab a creature that is no more than twice your size within reach.

Make a strength check instead of an attack roll – contested by the target’s Strength or Dexterity check (the GM chooses)
No action in required to release a grappled creature.

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength or Dexterity check contested by your Strength check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but the distance you can travel is reduced unless the creature is half your size or smaller.

Shove

Using the Attack action, you can attempt to shove a creature. Choose to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength check contested by the target’s Strengthor Dexterity check (The GM chooses). If you succeed in pusing away fromyou, the GM decides how far you pushed the creature (usually 1 to 2 meteres away) 

 

Cover

Half Cover

A target with half of their body obscured has a +2 bonus to AC and Dexterity saving throws.

Three-Quarter Cover

A target with three-quarters of their body obscured has a +5 bonus to AC and Dexterity saving throws

Total Cover

A target that is completely concealed can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect.

Knocking a Creature Out

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.