What Can I Do On My Turn?

A Quick Guide to Combat Actions!

Each round, during your turn, you can move and take one action.

 

Each round represents 6 seconds in the game world. Anything a person could reasonably do in 6 seconds, your character can do in 1 round.


Move

  • You don’t have to move.

  • Your total distance moved can not exceed your speed.

  • You can move before or after you take an action / or you can move first, take an action, then move again.

  • Your move can include jumping, climbing, swinging, or moving any way that your character is capable of.

Action

  • You don’t have to take an action.

  • You can attempt to do anything that could be accomplished in 6 seconds or less.

  • If your action permits multiple attacks, you can move between attacks if you have not exceeded your speed.

If surprised, you lose your turn for the first round of combat. This includes loosing use of any reaction for one round, measured from the beginning of combat until the start of your turn on round two.

Combat Actions:


During your turn in a combat round, you can perform any one of the following actions.

Other Things You May Do On Your Turn:

There’s still more!

 

Readied Action


Instead of an action during your turn, wait for some specific event. Then take your action as a reaction.

You can still move up to your speed, but you can take no other action this round.

1) Must say what the triggering event will be.

Can be anything you think might happen that you can observe. If the event occurs before the start of your turn on the next round you can perform your readied action at that time.

2) Must say what action you will take.

This can be any of the combat actions.

(Note that this action will be a reaction and you can only have one reaction per round. This means that if you take another reaction, you lose your readied action.

 

Conversely, if you use your readied action you can have no other reactions this round.)

  • If the triggering event occurs, you can choose to not take your readied action.

  • Dash: You can move up to your speed.

  • Cast a Spell: Cast the spell during your turn but hold off on releasing the energy of the spell until the triggering event. You must concentrate to hold the spell’s energy. If something breaks your concentration, the spell is lost. If the triggering event doesn’t occur this round, you can continue to hold the spell with continued concentration into the following round, or you can cast it as an action on your next turn, or you can lose it.

 

Improvised Action


Anything not covered by any of the above actions.

1. You must explain the improvised action to the DM. The DM may rule that what you want to do will require more than one round, or that it is simply impossible. The DM may ask you to be more specific regarding the action you want to take and how the action will achieve the results you want.

2. The improvised action can also include all or part of your move. Successfully jumping on a creature will give you advantage on the attack roll.

A failed attempt results in your move stopping at the point where the attack takes place and may grant your opponent Adv on his next attack against you.

3. To perform the improvised action the DM will normally have you make an ability check. The DM will assign an appropriate difficulty class and will explain possible consequences if the attempted action fails.

For example, if you attempt to jump off of the balcony onto the monster in the center of the room and miss you may end up prone.