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Sorted A-ZCombat
Common Combat Actions
Core combat actions: Strike, Stride, Step, Grapple, Shove, Trip, Disarm, [[compendium:action:Raise a Shield]], Ready, Delay, Aid, and movement actions with their costs and effects.
These are the basic actions available to all characters in encounter mode. Each costs 1 action unless noted.
Offensive Actions:
- Strike (1 action): Make a melee or ranged attack. Roll d20 + attack modifier vs target AC. On hit, deal weapon damage + Strength modifier (melee) or just weapon damage (ranged, unless propulsive/thrown).
- Grapple (1 action, Athletics, attack trait): Grab a creature. Success: target is grabbed. Critical success: target is restrained.
- Shove (1 action, Athletics, attack trait): Push target 5 ft away (10 ft on crit). Must be within reach, target max one size larger.
- Trip (1 action, Athletics, attack trait): Knock target prone. Critical success also deals damage.
- Disarm (1 action, Athletics, attack trait, trained): Knock item from grip. Success imposes -2 to attacks with that item; critical success drops it.
Movement Actions:
- Stride (1 action): Move up to your Speed.
- Step (1 action): Move 5 feet without triggering reactions (like Attack of Opportunity).
- Stand (1 action): Get up from prone.
- Crawl (1 action): Move 5 feet while prone.
Defensive/Utility Actions:
- Raise a Shield (1 action): Gain the shield's circumstance bonus to AC until start of your next turn. Required before using Shield Block reaction.
- Take Cover (1 action): Improve your cover by one degree.
- Ready (2 actions): Prepare an action to trigger on a condition you specify. Uses your reaction when triggered.
- Delay: Remove yourself from the initiative order and re-enter later at a lower initiative count.
- Aid (reaction, prepared): After preparing, use your reaction to grant an ally a +1 circumstance bonus (or +2/+3/+4 on crit) to a check.