On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features. # Attack When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike. _**Equipping and Unequipping Weapons.**_ You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it. **_Moving between Attacks._** If you move on your turn and have a feature, such as Extra Attack, and gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks. # Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it. # Disengage If you take the Disengage action, you movement doesn't provoke [[Combat and Damage#Opportunity Attacks|Opportunity Attacks]] for the rest of the current turn. # Dodge If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacks, and you make Dexterity saving throws with Advantage. You lose these benefits if you have the [[Conditions#Incapacitated|Incapacitated]] condition or if your Speed is 0. # Help When you take the Help action, you do one of the following. **_Assist an Ability Check._** Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The DM has final say on whether your assistance is possible. **_Assist an Attack Roll._** You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn. # Hide With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're [[Cover and Perception#Heavily Obscured|Heavily Obscured]] or behind [[Cover and Perception#Cover|Three-Quarters Cover or Total Cover]], and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you. On a successful check, you have the [[Conditions#Invisible|Invisible]] condition. Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check. The condition ends on you immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component. # Influence With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below. **_Willing._** If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfils your request in a way it prefers. **_Unwilling._** If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply. **_Hesitant._** If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile. The **Influence Checks** table suggests which ability check to make based on how you're interacting with the monster. The DM chooses the check, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again. **Influence Checks** |Ability Check|Interaction| |---|---| |Charisma (Deception)|Deceiving a monster that understands you| |Charisma (Intimidation)|Intimidating a monster| |Charisma (Performance)|Amusing a monster| |Charisma (Persuasion)|Persuading a monster that understands you| |Wisdom (Animal Handling)|Gently coaxing a Beast or Monstrosity| #### Indifferent An Indifferent creature as no desire to help or hinder you. Indifferent is the default attitude of a monster. #### Friendly A Friendly creature views you favourably. You have Advantage on an ability check to influence a Friendly creature. #### Hostile A Hostile creature views you unfavourably. You have Disadvantage on an ability check to influence a Hostile creature. # Magic When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot. _In the Treacherous Ground setting, spellcasting is replaced with alchemical reactions._ #### ~~Cantrip~~ A cantrip is a level 0 spell, which is cast without a spell slot. _In the Treacherous Ground setting, cantrips are replaced by **Signa**._ #### Concentration Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration. **_Another Concentration Effect._** You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration. **_Damage._** If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30. **_Incapacitated or Dead._** Your Concentration ends if you have the [[Conditions#Incapacitated|Incapacitated]] condition or you die. #### ~~Ritual~~ If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. _In the Treacherous Ground setting, Rituals are replaced by **Transmutations**._ #### ~~Spell~~ A spell is a magical effect that has the characteristics described in [[D&D 5.5E PHB.pdf#page=234|chapter 7]]. _In the Treacherous Ground setting, spells are replaced by **reactions (Alchemy)**._ #### ~~Spell Attack~~ A spell attack is an attack roll made as part of a spell or another magical effect. _In the Treacherous Ground setting, spell attacks are replaced by **Alchemy attacks**._ #### ~~Spellcasting Focus~~ A Spellcasting Focus is an object that certain creatures can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified. Some classes allow its members to use certain types of Spellcasting Focuses. _In the Treacherous Ground setting, Spellcasting Focuses do not exist._ # Ready You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the zombie steps next to me, I move away." When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger. When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires [[Actions#Concentration|Concentration]], which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect. # Search When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The **Search** table suggests which skills are applicable when you take this action, depending on what you're trying to detect. **Search** | Skill | Thing to Detect | | ---------- | ------------------------------------ | | Insight | Creature's state of mind | | Medicine | Creature's ailment or cause of death | | Perception | Concealed creature or object | | Survival | Tracks or food | # Study When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it. The **Areas of Knowledge** table suggests which skills are applicable to various areas of knowledge. **Areas of Knowledge** | Skill | Areas | | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) | | History | Historic events and people, ancient civilisations, wars, and certain creatures (Giants and Humanoids) | | Investigation | Traps, ciphers, riddles, and gadgetry | | Nature | Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) | | Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead) | # Utilise You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilise action. # Bonus Action A Bonus Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. # Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction's description. You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can't take another one until the start of your next turn. The [[Combat and Damage#Opportunity Attacks|Opportunity Attack]] is a Reaction available to all creatures.