3e SRD:Full-Round Actions

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Full-Round Actions

A full-round action consumes all a character's effort during a round. The only movement a character can take during a full-round action is a 5-foot step before, during, or after the action. A character can also perform free actions. Some full-round action do not allow a 5-foot step.

Full Attack

If a character gets more than one attack per action, the character must use the full attack action to use those additional attacks. A character does not need to specify the targets of a the attacks ahead of time. A character can see how the earlier attacks turn out before assigning the later ones.

The character may take a 5 ft. step before, after, or between the attacks.

If a character gets multiple attacks based on a character's base attack bonus, the character must make the attacks in order from highest bonus to lowest.

Deciding between an Attack or a Full Attack

After a character's first attack, if the character has not yet taken a 5-foot step, a character can decide to move instead of making a character's remaining attacks.

The character uses each attack to attack an opponent in a space that character threatens. The attack roll is:

d20 + Attack modifiers vs. AC of target

Attack modifiers consist of the character's base attack bonus, size adjustment, strength adjustment, and any other bonuses that apply to the attack roll.

A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a hit.

If the modified attack roll is equal to or greater than the AC of the target, the attack is successful. The attack may also be a Threat. See Critical Hits and Dealing Damage, below, for more details.

If the character is attacking an armed opponent while unarmed, the character provokes an immediate attack of opportunity from the target which is resolved before the character's attack. Note that under certain circumstances, a character attacking without a weapon is still considered "armed".

Fighting Defensively as a Full-Round Action

A character can choose to fight defensively when taking the full attack action. If a character does so, the character takes a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.

Cast a Spell

The spell will take effect just before the caster's action in the next round.

A character can take a 5-foot step before, during, or after casting such a spell, but cannot otherwise move.

A character may attempt to cast a spell while on the defensive. Casting a spell while on the defensive does not provoke an attack of opportunity. It does require a Concentration check (DC 15 + spell level). Failure means that the character loses the spell.

Touch Spells in Combat

A character can touch one friend as a standard action or up to six friends as a full-round action.


The character can move up to four times the character's base speed in a straight line (or three times base speed if the character is in heavy armor). The character loses any Dexterity bonus to AC since the character can't avoid attacks.

A character can run for a number of rounds equal to the character's Constitution score, but after that, the character must succeed at a Constitution check (DC 10) to continue running. The character must check again each round in which the character continues to run, and the DC of this check increases by 1 for each check a character has made. When a character fails this check, the character must stop running. A character who has run to the limit must rest for 1 minute (10 rounds) before running again. During a rest period, the character can move no faster than a normal move.

Extinguish Flames

This action will extinguish small fires on equipment, furniture, or the character's person. Larger blazes will require the use of water, sand, or some other material to snuff the flames.

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