You can take the Command action to cause a charmed or tamed creature to follow a course of actions you determine, provided the creature can understand you, choosing from the actions listed in this section. The target will attempt to fulfill the command to the best of its abilities, unless the command would cause the target to become indifferent or hostile towards you, or until it is no longer charmed or tamed by you.
You can take the Disarm action to attempt to cause a target to drop an object it is carrying. You make an attack with a weapon contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, your attack causes no damage, and the target drops an object of your choice that it is currently carrying. You have disadvantage on the attack if the target is carrying the object with two or more hands, and the target has either advantage on the check if it is larger than you or disadvantage if it is smaller than you.
You can take the Disengage action to cause any attack against you to be made with disadvantage until the end of your current turn.
You can take the Dodge action to gain advantage on the next Dexterity save you make against a feature within line of sight until the start of your next turn.
You can take the Forage action, make a Wisdom (Survival) check, and move up to your travel speed within a 3-mile radius area. You gain a +1 bonus to the check for every 1 hour spent in an area abundant with food or water, 4 hours in an area with limited food or water, or 8 hours in an area that has spare food or water.
On a successful check, you find 1d4 pounds of food and 1d4 gallons of water. If you have advantage on the check, you can add your Wisdom modifier to the food or water found total.
On a failed check, you find nothing.
You can take the Grapple action against a creature within reach and make a Strength (Athletics) check contested by the target's choice of Strength (Athletics) or Dexterity (Acrobatics) check, provided you have a free hand and the target is no more than one size larger than you.
On a successful check, the target is grappled.
You can take the Grip action to attempt to become gripped to a target, provided you have a free hand and the target is at least one size larger than you. You make a Strength (Athletics) check contested by the target's choice of Strength (Athletics) or Dexterity (Acrobatics) check.
On a successful check, the target is gripped, and you move into the target's space, treating it as difficult terrain. The gripped target can take an action on its turn to repeat the contest and end the condition on a success.
You can take the Help action and choose one creature within reach that has line of sight or earshot of you. Until the start of your next turn, the creature has advantage on its next check, provided you have training with the skill, or on its next attack roll.
You can take the Jump action, expend 10 feet of movement (unless standing), and choose one of the following types of jumps:
High Jump: You can leap over a number of feet equal to your Strength modifier (minimum of 1) multiplied by 2 (halved while standing).
Long Jump: You can leap over a number of feet equal to your Strength modifier (minimum of 1) multiplied by 5 (halved while standing).
If you land on difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or become prone.
You can take the Move action and expend your movement speed to move to an unoccupied space within range of that speed. If you have multiple types of speeds, you can move up to the highest speed you have, subtracting from it as you use different speeds.
Climbing, crawling, mounting (or unmounting), sneaking, and swimming require an additional action point. Crouching and standing can be made as part of the Move action.
You can take the Nourish action to eat and drink.
You can take the Overrun action and expend your movement speed to attempt to move through a hostile creature's space by making a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. You have advantage on the check if you are at least one size larger than the hostile creature, or disadvantage if you are at least one size smaller. On a successful contest, you can move through the hostile creature's space before the end of the turn.
You can take the Patrol action, make a Wisdom (Perception) check, and move up to your travel speed in a 3-mile radius area. On a successful check, you are immune to the surprised condition for the duration.
You can take the Perceive action to attempt to observe and understand an aspect of a creature, an item, or an area.
You can take the Study (Appraise) action to determine if you can harvest a dead creature's corpse. You spend a number of minutes equal to the target's level with its corpse within reach and then make an Intelligence check using the appropriate skill found in Study action against a DC of 10 + the target's level (minimum of + 1).
On a successful check, you learn the DC for each material that can be harvested, special requirements to harvest the corpse, potential risks, and any other information related to harvesting it. If the check succeeds by 5 or higher, you also have advantage on the harvesting check.
On a failed check, you learn nothing and must attempt to appraise the corpse of the dead creature again.
You can take the Discern action to attempt to understand a creature's state of mind, the true meaning of its words, whether or not it is lying, or something alike. You make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a successful check, you discern whether or not the target is lying, hiding a piece of information, or something alike (GM fiat).
You can take the Examine action to attempt to detect a curse or disease afflicting a creature that you can see within reach. You make a Wisdom (Medicine) check against a DC determined by the affliction. On a successful check, you learn which curse or disease is afflicting the creature.
You can take the Search action to attempt to spot a hidden creature or object. You make a Wisdom (Perception) check contested by the Dexterity (Stealth) check of the hidden creature, or the passive Dexterity (Stealth) score of the hidden object. On a successful check, you ignore the target's hidden condition.
You can take the Study action to attempt to study a topic of information, such as a clue, an event, an evidence, an item, or a structure. You make an Intelligence check using one of the following skills the GM determines is relevant to this action:
On a successful check, you learn a piece of information related to the subject.
You can take the Perform action to act, chat, dance, encourage, joke, juggle, mimic, recite poetry, sing, or similar to start performing until the start of your next turn. You can expend an action point on the next turn to continue performing.
You can take the Entertain task to attempt to entertain your company by chatting it up, lifting spirits, making jokes, singing, or telling stories by making your choice of a Charisma (Performance) or Charisma (Persuasion) check. If you use a musical instrument you have training with, you have advantage on the check.
On a successful check, each member of the company gains advantage on one Constitution (Endurance) check against the fatigue, hunger, or thirst condition, or on one Constitution saving throw to concentrate on an effect, which either of the rolls can be made before the end of the journey. If you succeed by 5 or more, you gain both benefits.
You can take the Rage action to start raging.
You can take the Shove action to make a contested Strength (Athletics) check against a target within reach that is no more than one size larger than you. On a successful check, you choose whether the target is pushed a number of feet equal to 5 times your Strength modifier (minimum of 5) away from you to an unoccupied space, pushed 5 feet to an unoccupied space within reach, or knocked prone. For every 10 feet pushed against an object, structure, or environment that is at least one size larger, the target takes 1d6 bludgeoning damage.
You can take the Spellcast action to use an available spell.
You can take the Strike action to make an attack against a target, either while unarmed or with an equipped melee, thrown, or improvised weapon using your reach and adding your Strength modifier to the attack and damage rolls, or with an equipped ranged or thrown weapon using its range and adding your Dexterity modifier to the attack and damage rolls.
You can take the Fish action for at least 1 hour with a fishing kit in a fishing area and choose one of the tasks below for its duration. The Catch table is used throughout this section.
You can take the Survey action, move up to your travel speed in a 3-mile radius area, and learn information about the area.
You can take the Scout action, move up to your travel speed, make a Wisdom (Perception) check, and attempt to find a landmark or an encounter within line of sight. If you can observe the area from a high elevation, you have advantage on the check.
On a successful check, you know the general direction and distance of the closest landmark or encounter. If you succeed by 10 or more, your travel speed increases by 1.
You choose a creature or its tracks that you have seen in a 24-hour period as your target and make a Wisdom (Survival) check contested by the target's passive Stealth score. You gain a +1 bonus to the check for each additional 1 hour spent within the area. The DC is affected by terrain and time.
On a successful check, you know the general direction and distance of the target, how long it passed through the area, and how many creatures of the same type as the target is moving along with the target. On a success by 5 or more, you have advantage on ability checks made as part of the Search, Study, and Track actions against the target for the next 24 hours.
On a failed check, you find nothing.
You can take the Train action and spend 10 GP each workday to improve a skill of your choice.
You can take the Travel action, choose a destination, make a Wisdom (Pathfinding) check, and move up to your travel speed. If the route towards the destination includes thoroughfare or landmarks within line of sight, or you have an accurate map, you automatically succeed.
On a successful check, you move towards the destination.
On a failed check, you become lost and exhausted, and move towards a random direction.
You attempt to cover your tracks by making a Wisdom (Concealment) check.
On a successful check, other creatures have disadvantage on Tracking checks targeting you.
On a failed check by 10 or more, you grant advantage on checks made by other creatures that attempt to track you.
You attempt to spoof your tracks by making a Wisdom (Survival) check.
On a successful check, you choose a creature type, size, quantity, and direction for the tracks.
You can take the Tumble action and expend your movement speed to attempt to move through a hostile creature's space by making a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. On a successful contest, you move through the hostile creature's space.
You can take the Use action with an item to use one of its features.
You can take the Improvise action to attempt to do something not covered by the other actions described above (GM fiat).
You can take the Influence action to attempt to change the attitude a creature has towards you by making your choice of a Charisma (Intimidation) or Charisma (Persuasion) check against the DC listed in the Influence Action table below. The target must be able to understand you, either through speech, signs, or by other means (GM fiat).
On a successful check, the target changes from its currently attitude to the new one. On a failed check, a friendly creature becomes indifferent, an indifferent creature becomes hostile, and a hostile creature has a 1 in 1d4 chance of attacking you.
Regardless of success or failure, you can't target the same indifferent or hostile creature with this action for at least 1 hour.
You can take the Tame action, choose one non-hostile beast within reach as the target, and make a Charisma (Wrangle) check contested by the target's Wisdom (Insight) check. You gain a +1 bonus to the check for each additional hour spent, plus a +5 bonus if the target is friendly. If the target is grappled and not wounded for the duration, you have advantage on the check.
On a successful check, the target becomes tamed by you.
On a failed check, you can't target the same creature with this action again in a 24-hour period.
You can take the Barter action while in an urban environment to choose an item and make a Charisma (Persuasion) check against a DC of 10 + the level of the item you are attempting to buy or sell. When you take this action, you can gain a +1 bonus to the check for each 100 gp that you spend, to a maximum of +10. If you have mastery in the Persuasion and Trade skills, you have advantage on the check. If the item's level is higher than your level, you have disadvantage on the check, and if it's at least twice your level, you also have a penalty equal to the level of the item on the check. The GM decides whether or not the item is available.
The Barter Action table shows the price increase or decrease based on the success or failure on the check against the DC.
You can take the Burglarize action to spend at least 5 GP, make a Dexterity (Sneaking) check, an Intelligence (Investigation) check, and your choice of a Dexterity (Concealment), Dexterity (Lockpicking), Dexterity (Pickpocketing), or Charisma (Deception) check, all of which against a DC of your choice between 10 and 30. You gain a +1 bonus to the check for each additional 5 GP that you spend, to a maximum of +10.
On three successful checks, you gain a number of GP equal to twice the DC, half as much on two successes, or no reward on one success and you are not caught.
On three failed checks, you are caught and jailed for a number of days equal to twice the DC.
You can take the Carouse action, choose lower (10 GP), middle (50 GP), or upper-class (250 GP), and then spend the related coin to attempt to gain one or more contacts. Alternatively, you can forgo spending any coin by succeeding on a DC 20 Intelligence (Disguise) check for lower-class, with a +5 to the DC for each class above it. If you have proficiency in the Disguise and the Performance skills, you have advantage on the check.
Once you spend the time and coin, you make a Charisma (Persuasion) check, which grants you different results based on the roll total. On a check of 11 or higher, you make one friendly contact, plus an additional friendly contact for each increment of 5 in the check above 15. On a check of 10 or lower, you make no contacts, or one hostile contact on a roll of 5 or lower.
A contact gained through this action falls in one of following three categories:
A contact in the lower-class includes laborers, mercenaries, the local guard, a thief, or the folk who frequent the cheapest taverns in town.
A contact in the middle-class includes guild members, town official, and other folk who frequent well-kept establishments.
A contact in the upper-class includes nobles and their servants, diplomats, perhaps the royal family, and other folk who frequent important or formal events.
You can take the Gamble action, spend between 10 and 1,000 GP, and make a Wisdom (Insight), a Charisma (Deception), and a Charisma (Intimidation) check against a DC of 5 + 2d10 for each check. If you have mastery in the skill and possession of a gaming set, you have advantage on the check.
On three successful checks, you gain twice the coins you spent. On two successful checks, you gain the amount you spent plus half. On one successful check, you lose half of what you spent.
On three failed checks, you lose all that you spent.
You can take the Pit Fight activity for one workweek and make a Strength (Athletics), a Dexterity (Acrobatics), and a Constitution (Endurance) check against a DC of 5 + 2d10 for each separate check. You have a bonus to the checks equal to one roll of your largest hit die. You can replace an ability check with the Attack action while unarmed.
On three successful checks, you win 200 GP, half as much on two successes, or 50 GP on one success.
On three failed checks, you win nothing and become lethargic for one week.
You can take the Research activity for at least one workweek at a library or with a sage, spend at least 50 GP, and make an Intelligence check using a skill or tool relevant to one of the following lore of your choice: creature, location, artifact, or another topic (GM fiat). You gain a +1 bonus to the check for each additional workweek or each additional 50 GP that you spend, to a maximum of +10. If you have proficiency in the Lore skill and in the skill or with the tool relevant to the chosen topic, you have advantage on the check.
On each 5 increments of the check above 1, you gain one piece of lore granted by the GM. Such lore can be a true statement about the chosen lore. The GM has total fiat on the results and can grant no lore at all.
You can take the Work action while within an urban environment and make your choice of a Strength (Athletics), Dexterity (Acrobatics), Dexterity (Musical Instrument), Intelligence (Trade), or a Charisma (Performance) check against your choice of a DC between 10 and 20.
On a successful check, you gain gp equal to the check total.
On failed check, you gain 1 gp.
You can take the Worship action within a temple or equivalent religious structure and make your choice of an Intelligence (Lore: Religion) or Charisma (Persuasion) check against a DC of 10.
On a successful check, you regain your choice of any expended mana or stamina points. On a success by 5 or more, you also gain 1 heroic point. The GM can also grant a different reward based on your request.
On a failed check, you gain nothing.
You can take the Craft action for a number of workdays equal to the price of the item you wish to fabricate, provide raw materials equal to half of the item's price. You can halve the time for each creature helping you, provided the object isn't more than two sizes smaller than you or any of the creatures helping, and provided the creature helping has training with the related skill. The raw materials are consumed once the item is crafted. You can't craft an item of a level higher than your level.
It requires exotic extractions or materials (GM fiat) to craft an artifact, as shown in the Item Statistics table. Halve the cost and time for consumable artifacts.