This section summarizes the rules found elsewhere in this chapter.
During an encounter, you get
3 actions and 1 reaction per
turn. Icons indicate whether your abilities take a single action
[one-action] , 2 actions
[two-actions] , 3 actions
[three-actions] , a reaction
[reaction] , or a free action
[free-action] .
Reactions have
triggers, allowing you to take them whenever they come up. The
Ready basic action lets you prepare to use a single action as a reaction. Free actions can have triggers like reactions; a free action with no trigger can be used like a single action, but don't cost any of your actions for the turn.
The most important actions to learn are the
basic actions.
Specialty basic actions come up less frequently, and you typically won't look them up until you need them.
Speaking normally doesn't take an action.
Related: Activities,
disrupting actions.
An action that can potentially fail requires rolling a
check. Roll a d20 (20-sided die) and identify the modifiers, bonuses, and penalties that apply. Then, calculate the result, compare it to the DC (your target number), and determine the degree of success and the effect.
Most checks are modified by your
attribute modifier (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) and your
proficiency modifier (untrained, trained, expert, master, or legendary) for the statistic. You might get a
circumstance,
status, or
item bonus or
penalty as well.
The
degrees of success are critical success, success, failure, and critical failure. You get a success if you meet or exceed the DC, or a critical success if you exceed the DC by 10 or more. If your result is lower than the DC, you get a failure, or a critical failure if you failed by 10 or more.
Related:
Flat checks,
fortune and misfortune,
secret checks
An effect is the rules term for anything that occurs in the game world. Effects might have limited
range, and you may need to designate
targets or create
areas for your effects. Areas include bursts from a single point, cones blasting out from you, emanations surrounding you or another creature, or straight lines.
Effects that last for a period of time list a
duration. These can last a set increment of time, or can end if certain requirements are met. Many effects apply
conditions, which measure advantages or impediments like being
blinded,
frightened, or
invisible.
Your
Speed governs how far you can move.
Stride is an action that has the move trait and allows you to move a number of feet up to your Speed. You may need to Stride multiple times in a turn!
Move actions can often
trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action (see
Reactions to Movement). The
Step action lets you move without triggering reactions, but only 5 feet. Other basic actions with the move trait include
Crawl,
Drop Prone, and
Stand.
This game measures
movement on a grid.
Difficult terrain and other types of
terrain may impede your movement.
Creatures can get tactical advantages by careful positioning. The most common are using
cover from terrain and other creatures to increase your AC, and
flanking, which requires you and an ally to be on the opposite sides of an enemy to reduce the enemy's AC.
Related: Escape a grab or restraint,
falling,
forced movement,
moving through creatures,
special movement modes (
burrow,
climb,
fly, and
swim),
travel speed outside of encounters
Your
Armor Class (AC) is the main DC used for attacks against you. You might also roll a type of check called a
saving throw, also called a save, against spells, afflictions, and a wide variety of other effects. There are three kinds of saving throw:
Fortitude,
Reflex, and
Will.
Attacks, spells, and other dangers
deal damage. The amount is typically determined by a
damage roll, which can use a variety of sizes and numbers of dice.
Damage reduces the
Hit Points (HP) that measure a creature's overall health or an object's durability. A creature might have
immunity to damage or effects of certain kinds, a
resistance that reduces the damage it takes, or a
weakness that increases damage it takes. These are typically keyed to
damage types such as slashing damage or fire damage.
Related:
Persistent damage condition
Most of the rules for casting spells are in
Chapter 7. For a spell that requires an attack roll against the target's AC, you'll calculate your
spell attack modifier. For one that causes its subject to attempt a saving throw, you'll need your
spell DC.
Related: Dismiss and
Sustain basic actions