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RPStats - Action(s)

Keywords: RP-ACTION, RP_ACTION, RP-DASH, RP-GRAPPLE, RP-ESCAPE-GRAPPLE, RP-IMPROVISE, RP-READY, RP-SEARCH, RP-SHOVE, RP-STABILIZE, RP-DISENGAGE, RP-DODGE, RP-ATTACK
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. When you describe an action not detailed elsewhere in the rules, the Dungeon Master will tell you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Attack: Making a melee or ranged attack, adding your relevant modifier. (ie. 1d20 + <Physical Hitroll>)

Casting a Spell: Cast a spell you are able to cast, adding your relevant modifier. (ie. 1d20 + <Spell Hitroll>

Dash: You may move an extra distance this turn equal to 30ft additional feet.

Disengage: Your movement for the rest of your turn does not provoke attacks of opportunity.

Dodge: Until the start of your next turn, as long as you haven't used all of your movement and you are not Incapacitated, attacks made against you have disadvantage and you have advantage on <Dexterity> saving throws.

Escape Grapple: You may make a <Strength> or <Dexterity> check contested by the grappler's <Strength> check to escape a grapple.

Grapple: The target of your grapple must be no more than one size category larger than you and must be within your reach. When you take the attack action you can forego one of your weapon attacks to try to grapple your target. You must make an <Strength> check contested by the target's <Strength> or <Dexterity> check (their choice). If you succeed your target suffers from the grappled RP-Condition.

Help: Your target gains advantage on the next ability check they make before the start of your next turn.

Hide: Make a <Dexterity> check to attempt to become hidden.

Improvise: Take an action not described here, providing your Dungeon Master allows it. (ie. breaking down a door, intimidating foes, etc.)

Ready: Ready an Action for use later during the round. Decide what circumstances might trigger your action. When the trigger occurs you may choose to execute your suspended action after the trigger finishes.

Search: Depending on the nature of your search, make a <Wisdom> or <Intelligence> check.

Shove: Mechanically identical to grapple; however, if you succeed you instead may choose to either knock your target prone or push it 5ft away

Stabilize: You may make a <Wisdom> check with a DC10 to lend aid to a dying or bleeding creature to prevent further damage or death.
RP Combat Information: Damage: N/A Damage Type: N/A