What can you do in Combat:

During your turn, you have your movement, 1 Action, 1 Bonus Action and 1 Reaction.

Also, you have Free Actions, which can be used as many times as you want.


Here are the Actions you can perform:


During combat, your character will probably Attack.

Attacks Reaches

You cannot attack a creature that is out of your reach. Attacks can be either Melee or Ranged, each with its own reach.

Melee Reach: Melee attacks typically have a reach of 5 feet, unless specified otherwise. Moving out of the reach of a melee weapon provokes Attacks of Opportunity.

Ranged Reach: Ranged attacks have two reaches listed in parentheses. The first one is its normal reach, and the second is the far reach, whenever the Attacks is made with disadvantage. When there is a hostile creature within Melee reach of you, the Attack is also made with disadvatnage. Moving out of the reach of ranged weapons does not provoke Attacks of Opportunity.

Choosing Targets

To make an Attack choose a target within reach and roll a d20 and add your skill bonus required for that particular attack. If the result is equal to or higher than the target’s Armor Class (AC), you hit the target and deal damage. If the result is lower than the target’s AC, your attack misses and deals no damage. When an Attack deals 0 damage, it also counts as a miss.

When you hit an Attack, you deal damage to the target, which is then subtracted from their Posture or Health Points (HP). The amount of damage dealt is determined by the type of Attack made, and the target’s AC is determined by the armor they are wearing.

Example: If you make an Attack with a sword, which requires the Martial Weapon skill, you would roll a d20 and add your skill bonus to the result. If the target’s AC is 14, and your total result is 16 or higher, your Attack hits, dealing 1d10 slash damage. Suppose you then roll an 8 on the d10, in that case, you deal 8 slash damage.

Critical Hits & Critical Fails

If you roll a 20 on an Attack, it is considered a Critical Hit, dealing additional damage equal to 1d6 + your Luck stat. Conversely, if you roll very low on an Attack, it results in a Critical Fail. A Critical Fail always misses, and you must roll on the Fumble Table to determine the consequences of your misfortune. The Fumble Table is further explained in the Luck Stat section, that you can find here.

Dodge (Concentration)

All Attacks against you have disadvantage and you gain advantage on Agility, Brawling and Reflex Saves. This Concentration lasts until the start of your next turn.

You can only use Dodge during combat.


If you have at least one free hand, you can use your Action to Grapple a target within 5 feet of you. The target must then succeed on a Brawling Save against your own Brawling or become grappled by you. The following effects then happens:

  • The target becomes immobilized while grappled by you.
  • You can drag the target that you are grappling when you move, but you are considered to be in harsh terrain unless the target is two or more sizes smaller than you.
  • The target can use 1 Action to repeat the Brawling Save, escaping your grapple on a success.

You cannot grapple a target that is two or more sizes larger than you. The grapple ends earlier if you release the target as a Free Action.


If you are in a dangerous situation, it may be better to hide.

You make 1 Stealth Check (DC is equal to the highest Passive Perception among the creatures you are trying to hide). If the creatures are already aware of your presence, you make this Check with disadvantage.

On a success, you hide. On a fail, the creatures can still see you. If you Attack a creature while Hiding, that creature becomes Surprised for that Attack.

You reveal your position to any creatures after you Attack or cast a spell. If you use your movement, you need to repeat this Stealth Check and remain out of sight to not get spotted.

A creature can still Use the Environment/ Object to try to find you.

Your GM always determines if it’s possible to hide. To properly hide, there must be some type of cover you can take.

Hold Action (Concentration)

You can use your Action to wait for the right time to act.

When you hold your action, you need to specify a trigger, such as a door opening or a hostile creature coming near you. When that trigger occurs, you can take an Action, but you cannot cast Normal Spells with it. This is considered an Action for the purposes of any abilities.

This Concentration lasts until the start of your turn, or until you release that Action.

You can only use Hold Action during combat.

Use Environment/ Object

You can use your Action to use the environment or objects around you.

Picking a weapon from the ground, pushing a lever, or drinking a potion are examples of using objects.

Shaking a pillar or attempting to cause an avalanche are examples of using the environment.

If you search for a hiding creature in the environment, make 1 Perception Save against the Stealth of that creature, spotting it on a success.

Bonus Action

Here is all you can do with your Bonus Actions:


During your turn, you can use your Bonus Action to Dash. When you Dash, you add your Dash speed to your Base speed until the end of your turn. However, after Dashing, you can only move in one direction until the end of your turn.

Your Dash speed is determined by your Athletics skill as shown here.


You can also move more carefully to avoid Attacks of opportunity and escape if necessary.

You can use your Bonus action to Disengage. When you Disengage, standing up and using your movement does not trigger Attacks of Opportunity until the end of your turn, but you become in harsh terrain until the end of your turn as well.

A creature can still make an Attack of Opportunity if your Posture is reduced to 0, regardless if you Disengage or not.


As a Bonus Action, you can Shove 1 creature within 5 feet of you. That creature must then succeed on a Brawling Save against your Brawling, or be pushed 5 feet away from you.

You cannot Shove creatures larger than you.

Mount/ Dismount

You can mount a creature that is at least one size larger than you that is within 5 feet of you.

You and the mounted creature share the same space. When the mounted creature moves, you move with it. If the mounted creature is Knocked Prone, you dismount it and become Knocked Prone too. You also gain advantage to all your Attacks against a creature you are mounting.

If the creature is unwilling to be mounted, you must make a Brawling Save against the Athletics of that creature. On a success, you mount that creature, but on a fail, you dismount it and become Knocked Prone. You must repeat this Save at the start of your turns while you are mounted.

If the mounted creature is willing and has not taken any actions this round, you may both act during the same turn.


Reactions are used as a quick response that your character can do in Combat.

You have 1 Reaction to use and regain that Reaction during the start of your turn.

Attacks of Opportunity

When a creature uses its movement to leave your Melee reach or if a creature Posture is reduced to 0, you can use your Reaction to make a Melee Attack against it.

There are many effects that can move a creature against its will. If a creature moves out of your weapon’s reach due to such an effect, it does not provoke an Attack of Opportunity. Attacks of Opportunity are only triggered when a creature uses its own movement.

A Knocked Prone creature standing up triggers both Melee and Ranged Attacks of Opportunity, unless they Disengage.

Keep in mind that there are other effects that can also provoke Attacks of Opportunity.

Use Shields

If you are using a Shield, you probably want to use your Reaction to defend from Attacks.

Whenever an Attack would hit you, you can use your Reaction to gain the Active AC bonus of the shield to your normal AC, potentially making that Attack miss instead.

Some shields also have Passive AC while you are wearing them. This Passive AC is always specified by the Shield. 

You can find all the available Shields here.

Free Actions

Some things can be done without taking an action.

You can take as many Free Actions as you want in your turn. They are in fact for free.


Once per round, you can attempt to influence another creature with a Free Action, using a smart argument, sheer intimidation, or any other possible means.

To influence a creature, you must share a language with it. Then, you make a Check using any skill linked to the Charisma stat. If it is a Versatile skill, you can still choose which of the two stats to use. 

If the creature does not speak any languages, you must make a Wild Handling Check instead. 

If you or any of your companions do anything harmful to it, the creature also becomes hostile again.

The Check DC is equal to the creature’s Passive Insight. Your GM can grant advantage or disadvantage on that Check depending on the situation and the skill used. Additionally, depending on the creature and situation, your GM may rule that the creature cannot be influenced.

On a success, the creature’s attitude temporarily increases by 1. If the creature attitude would become friendly, it instead remains neutral, but it also stops fighting.

On a failure, the creature’s attitude immediately returns to hostile.

The attitudes are:

  • Companion Attitude
  • Friendly Attitude
  • Neutral Attitude
  • Unfriendly Attitude
  • Hostile Attitude

You can learn more about it here.

Switch Shield or Weapons

A creature can quickly switch weapons during a battle.

Once per round, you can switch Shields or Weapons as a Free Action. You must be carrying the weapon to use this Free Action. If the weapon is on the ground, you would need to Use Environment/ Object Action to pick it up.