Skip to content

Main Actions


*
Feature

Charge

When a creature takes the Charge main action, they move up to their speed in a straight line, then make a melee free strike (see Free Strikes below) against a target when they end their move. If the creature has an ability with the Charge keyword, they can use that ability against the target instead of a free strike.
*
Feature

Defend

When a creature takes the Defend main action, ability rolls made against them have a double bane until the start of their next turn. Additionally, you have a double edge on tests when called for to resist environmental effects or a creature's traits or abilities. A creature gains no benefit from this action while another creature is taunted by them (see Conditions in Chapter 5: Classes).
*
Feature

Free Strike

A creature can use this main action to make a free strike (see Free Strikes below). Most of the time, you'll want to use the more impactful main actions granted by your class, kit, or other feature, just as the Director will use the main actions in a creature's stat block, but free strikes are available for when all else fails. For instance, a fury who has no other options for ranged strikes might use the Ranged Weapon Free Strike ability with an improvised weapon when battling a flying foe.
*
Feature

Heal

A creature who uses the Heal main action employs medicine or inspiring words to make an adjacent creature feel better and stay in the fight. The target creature can spend a Recovery to regain Stamina, or can make a saving throw against one effect they are suffering that is ended by a saving throw.