Acciones de Combate
Acciones y actividades de combate de libros de D&D
Activate an Item
DMGActivating some magic items requires a user to do something in particular, such as holding the item and uttering a command word, reading the item if it is a scroll, or drinking it if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation.
Aim
3mxr-modnarWhen you declare you are Aiming action, you use your action losing your reaction until the beginning of your next round.
Aim
GCCIf you haven't moved since the start of your turn, you have advantage on the next attack roll you make before the end of your turn. In addition, your speed is reduced to 0 until the end of your turn.
Analyze
martialpowerWhen you take the Attack action on your turn, you can replace one attack with an attempt to analyze one hostile creature within 30 feet of you that you can see. Make a check using a skill that is appropriate for the creature you are analyzing (see the Monster Research table on page 148 of Tasha's Cauldron of Everything for inspiration). The check can be contested against the creature's Charisma (Deception) check, or it can have a DC of 10 + the creature's class level or Challenge Rating, whichever is higher.
Assail
ToHAs an action, you can assail a hostile creature within range of your weapon with a series of rapid, superficial strikes, putting the target on the defensive. Make an attack roll with this weapon. On a hit, the target's mental focus shifts to defending itself. All attack rolls against the target have disadvantage until the start of your next turn, but the target has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes before the start of your next turn.
Attack
PHBThe most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
Attack
XPHBWhen you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike.
Attack a Player (Illegally)
SIEGESOURCEBOOKIn the most disreputable games, direct assaults on other players are not only allowed, they're encouraged. In most games, however, an attack can only be made when the referee isn't looking. When you make an attack on a creature in an arena that doesn't allow direct attacks, make a Dexterity (Stealth) check or a Charisma (Deception) check, contested by the referee's passive Perception score (usually 14). On a success, you attack the player without consequence. On a failure, you are removed from the game for the following round, and reenter the game on a side of the arena near your tower.
Bash
ToHWhen you make an attack with this weapon, you can hit the target in the side of the head or other vital organ, disorienting it for a moment. Make an attack roll with this weapon. On a hit, the target is briefly disoriented and has disadvantage on its next attack roll.
Blade & Bullet
ZGttEoTThe first time you hit with a ranged weapon attack using a firearm and a melee weapon attack on the same turn, you gain 1 Moxie.
Block
SIEGESOURCEBOOKYou dig in your heels and hold your ground. You have advantage on any ability check or saving throw you make to resist being moved against your will, and you can use your reaction to attack any ball that moves within 5 feet of you. Additionally, if the ball is within 5 feet of you, creatures you choose have disadvantage on attack rolls against it.
Bolster
martialpowerAs an action, you can target an ally you can see within 30 feet of you. The target gains temporary hit points equal to your level + your Charisma modifier (minimum of 0) if it can see or hear you. These temporary hit points disappear at the start of your next turn.
Braced Reception
ToHAs an action, you can set this weapon against a charge. If a creature further than 10 feet away from you moves into your reach and attacks you before the start of your next turn, you can use a reaction to attack the creature with this weapon. On a hit, this weapon deals 1 extra die of damage to the creature, and if the creature is no more than one size larger than you, it must succeed on a Strength saving throw or fall prone.
Bracing
RyokoGuideToYokaiRealmsYou can brace yourself using surfaces or objects in your immediate vicinity by spending an amount of movement equal to half your speed. When you do so, you are braced until the start of your next turn: your speed is 0 feet, and you have advantage on ability checks and saving throws you make to avoid being moved against your will. This condition ends when you move away from the surface or object you used to brace yourself, or when you become incapacitated. You can brace yourself on a creature at least two sizes larger than you, or any creature with the Kaiju subtype. If you are braced on a creature, the first attack roll you make against that creature before the start of your next turn has advantage.
Bullet Clash
ZGttEoTWhen a creature you can see makes a ranged attack while within the normal range of a firearm you're holding, you can expend 1 Moxie to deflect the attack. Make a ranged attack with that firearm. If your attack roll is higher than the triggering attack's, that attack automatically misses.
Calculated Ricochet
ZGttEoTWhen you miss with a ranged weapon attack using a firearm, you can expend 1 Moxie as a special Reaction to reroll the attack roll against a different target within range of the weapon and 30 feet of the original target.
Cannon
Arcadia27(Recharge 5–6)
Careen
ToHA creature piloting the armored vehicle can take the Careen action. To do so, the vehicle must move at least 10 feet in a straight line and enter or pass through the space of at least one Large or smaller creature. This movement doesn't provoke opportunity attacks. Each creature in the armored vehicle's path must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature can choose to be pushed 5 feet away from the space through which the vehicle passed. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. If the creature piloting the armored vehicle isn't proficient in land, water, or air vehicles (whichever is appropriate for the vehicle's type), each target has advantage on the saving throw against the Careen action.
Careful Aim
ZGttEoTAt the end of each of your turns, you gain 1 Moxie if you hit a hostile creature of Challenge Rating ½ or higher with a ranged weapon attack using a firearm and didn't spend any of your movement that turn.
Cast a Spell
PHBSpellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. See chapter 10 for the rules on spellcasting.
Cast a Spell (Illegally)
SIEGESOURCEBOOKIn very high society (especially elven society) certain types of more civilized magic might be allowed in siegeball games, but the vast majority of games, any arcana is paramount to cheating. When you cast a spell in an arena that doesn't allow magic, you can make a Dexterity (Stealth) check or a Charisma (Deception) check, contested by the referee's passive Perception score. This roll has advantage if the target is within 5 feet of you, the effect of the spell doesn't include any large audio or visual cues (like certain illusion spells, or spells like gust of wind), or the spell is cast with the sorcerer's Subtle Spell Metamagic. It has disadvantage if the target of the spell is more than 5 feet away from you, or if the effect of the spell has obvious audio or visual effects. On a success, you cast the spell without consequence. On a failure, you are removed from the game for the following round, and reenter the game on a side of the arena near your tower.
Castle
marproAs an action, you can move into the space of a willing creature within 5 feet of you, moving the creature into the space you previously occupied. You must both fit in the space available. Neither you nor the target provoke opportunity attacks for this movement.
Charge
martialpowerEvery creature can now make a charge attack, using the mechanics presented in the Charger feat. In other words, every creature now has the Charger feat.
Charge
marproYou can use your momentum to enhance your rushing attack. When you (or your mount) uses an action to Dash and you move at least 10 feet in a straight line towards a creature, you can make one melee attack against it as a bonus action. If you hit, you can choose to push the creature 5 feet away from you. Hit or miss, your speed becomes 0 until the end of your turn.