SPEED AND ACTIONS IN A ROUND


Roll for initiative (1d20 + Dex bonus + other Initiative modifiers), then follow these steps through each 6-second round for every character and monster in the encounter.

1.) At the start of a character's turn...
- A character suffers hit point loss from ongoing damage effects.
- A character regenerates lost hit points (if the character has regeneration).
- Players resolve or end any other effects with a duration lasting "until the start the character's turn."

2.) A character may perform one of the following combinations of action types during a single turn...
- One standard action, one move action and one minor action.
- One standard action and two minor actions.
- Two move actions and one minor action.
- One move action and two minor actions.
- Three minor actions.

A character may take one immediate action per round, either as a readied action or as the result of something that triggers a special ability. A character may take as many free actions as desired (up to the limits of the DM's common sense). A character also may take as many opportunity actions as become available during a whole round, but only one per combatant turn.

A player character or elite creature may spend one Action Point once per encounter to take one extra standard, move or minor action during a turn. Solo monsters may spend multiple Action Points per encounter, but only one per turn.

Limitations...
- A character that is dying, petrified, stunned or unconscious cannot take any actions.
- A character that is surprised may only take free actions, not standard, move, minor, immediate or opportunity actions.
- A character that is immobilized or restrained cannot move spaces but can take other standard actions, move via a teleport power or be forced to move by a pull, push or a slide.
- A dazed or dominated character may only take one standard action, one move action or one minor action, and cannot take immediate actions or opportunity actions. Dominated characters may only be forced to use at-will powers, not encounter or daily powers.

3.) At the end of a character's turn...
- A character checks saving throws against any effect for which a save ends.
- A character's powers and effects sustained for multiple rounds end unless the character took actions in the round to keep them going.
- Effects which stop at the end of the character's turn now end.

TYPES OF ACTIONS


STANDARD ACTIONS

Administer a potion: Help an unconscious creature consume a potion.
Aid another: Improve an ally's attack roll, defense, skill check, or ability check.
Basic attack: Make a basic attack.
Bull rush: Push a target 1 square and shift into the vacated space.
Charge: Move and then make a melee basic attack or a bull rush. (Note a character can Walk or Run as a Move action, then Charge distance as a Standard action -- essentially a double move ending with an attack, or charge-attack-move to retreat but risk an opportunity attack.)
Coup de grace: Make a critical hit against a helpless enemy.
Equip or stow a shield: Use a shield or put it away.
Grab: Grab an enemy. (Additional opposed Strength check needed to move a grabbed opponent.)
Ready an action: Ready an action to perform when a specified trigger occurs.
Second wind: Spend a healing surge and gain a bonus to defenses (only once per encounter unless boosted by a class power - such as cleric or warlord buffs - or by a magic item).
Total defense: Gain a +2 bonus to all your defenses until the start of your next turn.

MOVE ACTIONS

Crawl: While prone, move up to half your speed.
Escape: Escape a grab and shift.
Run: Move up to your speed + 2; grant combat advantage until next turn.
Stand up: Stand up from prone.
Shift: Move 1 square (5 feet) without provoking opportunity attacks.
Squeeze: Reduce your space by 1, move up to half your speed, and grant combat advantage.
Walk: Move up to your speed.

Note: Moving through the side or corners of squares count the same. (The D&D3.5e rule about "1.5 square cost" for diagonal movement does not apply in D&D4e except that corners may not be used to move around obstacles such as walls.) Difficult terrain squares may cost additional speed counts to enter or cross.

MINOR ACTIONS

Draw or sheathe a weapon: You can draw or sheathe a weapon.
Drink a potion: Consume a potion.
Drop prone: Drop down so that you are lying on the ground.
Load a crossbow: Load a crossbow so that you can fire it.
Open or close a door: Open or close a door or container that isn't locked or stuck.
Pick up an item: Pick up an object in your space or in an unoccupied square within reach.
Retrieve or stow an Item: Retrieve or stow an item on your person.

IMMEDIATE ACTIONS

Readied action: Take your readied action when its trigger occurs.

OPPORTUNITY ACTIONS

Opportunity attack: Make a melee basic attack against an enemy that provokes an opportunity attack.

FREE ACTIONS

Drop held items: Drop any items you currently hold.
End a grab: Let go of an enemy.
Spend an action point: Spend an action point to take an extra action (once per encounter, not in a surprise round).
Talk: Speak a few sentences.

NO ACTION

Delay: Put off your turn until later in the initiative order.

 

OTHER ACTION RULES


ACTIONS DURING OTHER CHARACTERS' TURNS: There are two situations that might allow a character to act outside the normal initiative sequence: opportunity actions and immediate actions.

OPPORUNITY ACTIONS: A character can take one opportunity action during each combatant's turn. An opportunity action (usually an opportunity attack) is triggered in two ways...

1.) ...when an opponent moves more than one square out of an adjacent space that the character threatens. (A single square shift -- the free "5-foot step" -- does not provoke an opportunity attack.)

2.) ...when an opponent uses a ranged or area power from an adjacent square space that the character threatens.

(In D&D3e/3.5e, some combat actions such as fighting unarmed could trigger an opportunity attack; not so in D&D4e rules.)

IMMEDIATE ACTIONS: A character can take one immediate action per round, either an immediate interrupt of another character's action or as an immediate reaction. An immediate action must be triggered by an event or an action on another combatant's turn. Note that an immediate interrupt does not guarantee the action stop what triggered it.


SKILLS


Roll 1d20 + (level/2) + (related ability modifier) + (5 if trained). The total must equal the Difficulty Class set by the DM for success. Skill Challenges will require multiple skill rolls to measure the final outcome.

ACROBATICS (Dex): Stunts; balance; escaping grabs or restraints; reduce falling damage (divide Acrobatic roll by 2 and subtract result from damage total).

ARCANA (Int): Detect magic; know facts about elemental, fey or shadow monsters; perform some types of rituals; know physics, astronomy, chemistry, mathematics and other sciences; have any knowledge of the Far Realm.

ATHLETICS (Str): Climb; break free from a grab; jump; swim.

ATTACK (varies): Strike targets or show off martial skill. (Note: Attacking is technically not a skill, but attacks may used as part of a skill challenge in some circumstances.)

BLUFF (Cha): Fast-talk; tell convincing lies; practice acts of seduction; create a diversion to hide or make a feint in combat; give a convincing acting performance.

DIPLOMACY (Cha): Communicate with tact and social grace; negotiate deals or agreements; attempt to persuade individuals or groups to action; calm angry mobs or individuals.

DUNGEONEERING (Wis): Navigate while underground; recognize underground hazards; apply knowledge of geology science and mining skills; forage for food and water in the Underdark; know facts about aberrant monsters.

ENDURANCE (Con): Resist fatigue and the effects of starvation, thirst, extreme temperatures or exhaustion; hold one's breath; avoid diseases that are infecting a local population; recover from a current infection of disease.

HEAL (Wis): Give first aid to prevent dying; help treat a disease, substituting for the infected victim's Endurance; recognize components used in healing rituals; assess how wounded a monster might be (percent of hit points remaining).

HISTORY (Int): Know facts about past kingdoms, royal families, famous heroes and various legends; appraise the age and value of art; recognize current and past heraldry; know about fine (high) culture (in medieval societies).

INSIGHT (Wis): Read peoples' body language to intuit true motives and moods; detect lies; recognize illusions.

INTIMIDATE (Cha): Influence the behavior of others through hostile actions, overt threats and deadly persuasion; bully a bloodied enemy into surrendering; terrify people.

NATURE (Wis): Navigate while in wilderness; identify and know facts about plants, animals, weather and terrain; forage for food and water in the wilderness; handle and train animals; know facts about natural monsters.

PERCEPTION (Wis): Notice clues, hidden objects, secret doors. traps or causes of imminent danger; see, hear or smell nearby sensations; spot enemies attempting to use stealth; follow tracks through wilderness.

RELIGION (Int): Know the traditions, myths, dogma and rituals associated with various gods and their followers; recall nuances among different cultures; appeal to spirits in their raw forms; perform some types of rituals; know facts about undead or immortal monsters.

STEALTH (Dex): Move quietly, almost silently; hide in shadows; sneak up on enemies without getting noticed.

STREETWISE (Cha): Gather information from locals in a settlement; carouse and network for minor favors or loans; recognize and contact local professional guilds or organized criminal groups; fence stolen goods; know about popular (low) culture.

THIEVERY (Dex): Disable or remove hidden traps; pick pockets and perform other sleights of hand; open locks.