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MarkVIIIMarc
2019-06-23, 10:44 AM
Myself and players I DM for frequently don't think of everything we can do during a round. I have a great App called D&D 5e Combat Reference. Not all of them will figure it out so I thought I'd make a list.

My goodness, we have some options! I'm nowhere near done yet either.

I think folks forget about the Help option and the offhand attack the most.

What is the correct timing or wording of changing weapons also, action to sheathe a sword unless you just drop it, another action to grab the bow?

We have some options in this game lol.



Action










Attack










Certain features allow you to make more than one attack












You may move between them









Cast a Spell









Dash









Disengage









Dodge









Escape









Help










Target gains advantage on the next attack until start of your next turn










Hide









Ready Action










Has a trigger









Pick One Action









Take after the triggering action occurrs











Change your mind











Readied Spells must have a 1 Action casting time











Spends Spell slots requires concentration to hold until cast










Search










Perception or Investigation










Shield










Takes an action to equip or unequip unless you drop










Improvise









Use Class Feature








Bonus Action












Offhand Attack










Only if you took the Attack Action











Only if you attack with a light 1 handed melee weapon











perform one attack with a different light meless weapon you're holding in the other hand











Don't add your ability modifier to the damage of the Bonus Action Attack unless the modifier is negative











If either weapon has the thrown property you can throw the weapon










Cast a Spell










Can not cast more than one leveled spell in a round











One leveled spell and a cantrip is fine










Use class feature










Bardic Inspiration etc









Movement









Reaction










Opportunity Attack










Enemy leaves your reach











Make one melee attack against provoking creature











It interrupts the creature's movement occurring before it leaves your reach











Not triggered by teleport or when someone moves them w/o using their movement, action or reaction










Readied Action










Has a trigger









Pick One Action









Take after the triggering action occurrs











Change your mind











Readied Spells must have a 1 Action casting time











Spends Spell slots requires concentration to hold until cast










Cast a Spell










Trigger specified by the spell











Hellish Rebuke, Shield,










Cass Ability










Cutting Words









Potent Dice

Mercurias
2019-06-23, 11:23 AM
I play tabletop online, so typically I just type out a “short list” of actions I’m to take with a character if it’s been a while between games. It helps free me up to think tactically rather than lose myself in a spell list.

Typically I list:
-Hit Points
-Hit Dice/Hit Dice Max
-Spell Slots Remaining/Spell Slots Max
-Movement
-Skill Proficiencies
-3 to 5 things I can do with my Action
-2 to 3 things I can do with my Bonus Action
-1 to 2 things I can do with my Reaction
-A Short-List of useful utility spells and cantrips I’ve broken down in my own words for fast reference and fast dice rolling math (e.g., “Booming Blade: Melee Weapon attack. If it hits, weapon damage + 2d8 Thunder DMG. If they move during their next turn, another 3d8 Thunder DMG, otherwise nada.”)