Additional Actions (Hyrule Supplement)

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Campaign Setting: Hyrule
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
Ordona
The Forsaken
The Depths
Termina
Holodrum
Subrosia
Labrynna
Drablands
Islands of the Great Sea
Islands of the Sky
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Exotic Races: Cobble, Cukeman, Fairy, Goriya, Keaton, etc.
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, zealot, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, lightning, shadow, spirit, time, water, wind
Scion: dragon, fairy, mask, sword, poe, demon
Backgrounds & Languages
Feats
Spells
Sage and Researcher Spell Lists
Other Spell Lists
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Additional Actions
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

This variant rule is intended to allow a more diverse combat experience for player characters and intelligent NPCs alike, by introducing new actions designed for use in combat. This rule is best used with experienced groups who are capable of quickly deciding between the options that are available to them. Inexperienced groups and groups that struggle with the pace of combat might consider disregarding this rule.

Action Options[edit]

Below is a list of actions that serve as additional options for creatures in combat:

Climb onto Larger Creatures[edit]

This action functions similarly to Grappling, however it can only be used on a target that is two or more sizes larger than the initiating creature.
Once they are within reach, a smaller creature can use their action to attempt to climb onto a larger creature. The smaller creature must make a Strength (Athletics) or Dexterity (Acrobatics) check contested by a Dexterity (Acrobatics) check from the target. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature can still attack the smaller creature, however they have disadvantage on such attacks. The larger creature can also attempt dislodge the smaller creature as an action by knocking it off, scraping it against a wall, or grabbing and throwing it. If the larger creature succeeds a Strength (Athletics) check contested by a Strength (Athletics) or Dexterity (Acrobatics) check from the smaller creature, they dislodge the smaller creature. A dislodged creature is moved to a 5 foot square of the larger creature's choice within 20 feet, and takes 2d6 bludgeoning damage. On a failure, the smaller creature is not dislodged.

Disarm[edit]

A creature can use a successful a weapon attack to knock a weapon or another item from a target's grasp, rather that inflicting damage.
When an attacker makes a successful attack roll against a target's AC as part of the Attack Action, they can choose to disarm the target rather than dealing damage to them. The attacking creature chooses one item the target is holding, which the target drops at their feet. If the target is within the attacking creature's reach, the attacker can choose to instead catch the dropped item as long as they have a free hand.

If this attack exceeded the target's AC by 5 or more, than the item is particularly difficult to retrieve. The item is either flung 15 feet away from the target, or requires a DC 15 check to be retrieved (determined by the DM). For example, a sword might imbed itself in the earth, requiring a successful Strength (Athletics) check to be pulled out.

Identify a Spell[edit]

This action allows a creature to identify a spell at the moment of its casting, by using the spell's components and outward effects.
A creature who witnesses a spell's casting, its effect, or both can use its reaction to attempt an Intelligence (Arcana), correctly identifying the spell on a success. The DC for this check is equal to 10 plus the level of the spell. For example, a character attempting to recognize the Fireball spell would need to succeed a DC 13 Intelligence (Arcana) check. Even a spell is cast at a higher level than normal, the DC for this check doesn't change.
A character who has one or more spells known or prepared automatically recognizes any of those spells upon seeing them cast, as does a creature who succeeded their check with this option if the same spell is cast from the same source (no action required).
A creature that wants to identify an ongoing spell should instead take the Search Action. For example, a creature could identify an ongoing spell with an Intelligence (Arcana) check or another check determined by the DM.

Pass Through[edit]

A creature wishing to move through the space of a hostile creature can use this action to either overrun or tumble through an opposing creature's space.
As an action or bonus action, the moving creature makes either a Strength (Athletics) or Dexterity (Acrobatics) check, contested by a Strength (Athletics) or Dexterity (Acrobatics) check from the hostile creature. Both of these checks are made with the same skill, as chosen by the moving creature. If the moving creature succeeds this contest, they can move through the hostile creature's space once this turn.

Target Lock[edit]

This action allows you to focus your attention on a single creature, increasing your ability to deal with a single target at the cost of diminished ability to deal with other foes.
As a bonus action, choose one other creature you can see within 30 feet of you to lock onto. You gain the following effects while your lock on the target persists:

Your lock ends early if you become incapacitated, if you lose concentration (as if you were concentrating on a spell), or if the target is reduced to 0 hp or becomes invisibile.


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