D20:Action Types Rules
[top]Action Types
An action?s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are four types of actions: standard actions, move actions, full-round actions, and free actions.
In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.
In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.
In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.
In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.
[top]Standard Action
A standard action allows you to do something, most commonly make an attack or cast a spell. See Table: Actions in Combat for other standard actions.
[top]Move Action
A move action allows you to move your speed or perform an action that takes a similar amount of time. See Table: Actions in Combat.
You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.
You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.
[top]Full-Round Action
A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below).
Some full-round actions do not allow you to take a 5-foot step.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions, below, detail which actions allow this option.
Some full-round actions do not allow you to take a 5-foot step.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions, below, detail which actions allow this option.
[top]Free Action
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.
[top]Swift Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions.
[top]Immediate Action
An immediate action is a swift action that can be performed at any time?even if it?s not your turn.
[top]Not an Action
Some activities are so minor that they are not even considered free actions. They literally don?t take any time at all to do and are considered an inherent part of doing something else.
[top]Restricted Activity
In some situations, you may be unable to take a full round?s worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free actions as normal). You can?t take a full-round action (though you can start or complete a full-round action by using a standard action; see below).
Back to System Reference Document -> Combat Rules -> Actions In Combat
Standard Action | Attack of Opportunity1 |
---|---|
Attack (melee) | No |
Attack (ranged) | Yes |
Attack (unarmed) | Yes |
Activate a magic item other than a potion or oil | No |
Aid another | Maybe2 |
Bull rush | Yes |
Cast a spell (1 standard action casting time) | Yes |
Concentrate to maintain an active spell | No |
Dismiss a spell | No |
Draw a hidden weapon (see Sleight of Hand skill) | No |
Drink a potion or apply an oil | Yes |
Escape a grapple | No |
Feint | No |
Light a torch with a tindertwig | Yes |
Lower spell resistance | No |
Make a dying friend stable (see Heal skill) | Yes |
Overrun | No |
Read a scroll | Yes |
Ready (triggers a standard action) | No |
Sunder a weapon (attack) | Yes |
Sunder an object (attack) | Maybe3 |
Total defense | No |
Turn or rebuke undead | No |
Use extraordinary ability | No |
Use skill that takes 1 action | Usually |
Use spell-like ability | Yes |
Use supernatural ability | No |
Move Action | Attack of Opportunity1 |
Move | Yes |
Control a frightened mount | Yes |
Direct or redirect an active spell | No |
Draw a weapon4 | No |
Load a hand crossbow or light crossbow | Yes |
Open or close a door | No |
Mount a horse or dismount | No |
Move a heavy object | Yes |
Pick up an item | Yes |
Sheathe a weapon | Yes |
Stand up from prone | Yes |
Ready or loose a shield4 | No |
Retrieve a stored item | Yes |
Full-Round Action | Attack of Opportunity1 |
Full attack | No |
Charge5 | No |
Deliver coup de grace | Yes |
Escape from a net | Yes |
Extinguish flames | No |
Light a torch | Yes |
Load a heavy or repeating crossbow | Yes |
Lock or unlock weapon in locked gauntlet | Yes |
Prepare to throw splash weapon | Yes |
Run | Yes |
Use skill that takes 1 round | Usually |
Use touch spell on up to six friends | Yes |
Withdraw5 | No |
Free Action | Attack of Opportunity1 |
Cast a quickened spell | No |
Cease concentration on a spell | No |
Drop an item | No |
Drop to the floor | No |
Prepare spell components to cast a spell6 | No |
Speak | No |
No Action | Attack of Opportunity1 |
Delay | No |
5-foot step | No |
Action Type Varies | |
Disarm7 | Yes |
Grapple7 | Yes |
Trip an opponent7 | Yes |
Use feat8 | Varies |
[list=1][*] Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity. [*] If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well. [*] If the object is being held, carried, or worn by a creature, yes. If not, no. [*] If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two- Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. [*] May be taken as a standard action if you are limited to taking only a single action in a round. [*] Unless the component is an extremely large or awkward item. [*] These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full attack action, or even as an attack of opportunity. [*] The description of a feat defines its effect. [/redirect] |
Back to System Reference Document -> Combat Rules -> Actions In Combat
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 11:56 AM 0 Comments, 10,801 Views |
, 05-19-2007 at 09:41 PM
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