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Combat

Help Action

Grant advantage on an ally's next ability check or attack roll. Attack help requires you to be within 5 ft of the target. Uses your action.

Help Action (Combat Action Detail)

The Help action lets you assist an ally, granting them advantage on their next roll.

Two uses:

Helping with an Ability Check

You assist another creature with a task. The next ability check that creature makes for that task gains advantage, provided it is made before the start of your next turn. You must be able to meaningfully assist — the DM may rule that some tasks can't be helped with.

Helping with an Attack

You distract a target creature within 5 feet of you, creating an opening. The next attack roll by an allied creature against that target has advantage, provided it is made before the start of your next turn.

Limitations:

  • You must be within 5 feet of the target to Help with an attack (you're distracting it, not the ally).
  • Only one ally benefits — the first one to make the relevant roll.
  • Uses your entire action, so you can't attack on the same turn (unless you have a bonus action attack).

Familiar Help: A familiar from Find Familiar can take the Help action, flying adjacent to an enemy to grant advantage. Since familiars can't Attack, Help is their best combat contribution. This is extremely powerful for Warlocks with Pact of the Chain familiars.

When Help is optimal:

  • Your own attacks are less impactful than giving advantage to a heavy-hitter ally (Rogue needing Sneak Attack, Paladin setting up a smite).
  • A caster or non-combat character in melee who can't contribute meaningful damage.
  • Assisting with a critical skill check (picking a lock while combat is happening nearby).