On your turn, you can spend your movement and take one action. You decide which order to take your action and spend your movement in. You can break up your movement into parts performed before and after your action, unless the timing of the action is specified.
Taking Action
The most common actions you can take are described under “Actions in Combat.” Many class features, weapon perks, and other sources provide additional options for how to spend your action.
You don’t have to spend every single type of action on your turn. You can forgo moving or taking an action, or you could even decide not to do anything at all on your turn.
Bonus Actions
Various class features, spells, and other sources let you take an additional action on your turn called a bonus action. You can take a bonus action only when a feature, Power, or other source states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.
You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.
You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
Reactions
Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. Taking an opportunity attack is the most common type of reaction. You might also have certain Powers which can be cast as a reaction.
When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.
Item Interactions
Very quick interactions with objects are classified as item interactions. Flipping a light switch, performing a weapon swap motion, or turning the safety off on a gun are both examples of item interactions. You can perform one item interaction on your turn, and it can happen at any time on your turn.
If you want to interact with a second object, you need to use your action or bonus action to do so. Some exotic items and other special objects always require an action to use, as stated in their descriptions.
Free Actions
Your turn can include a variety of flourishes that require neither your action nor your move. These are called free actions. You can take any number of free actions on your turn, but you cannot perform the same free action more than once.
Your Architect has the authority to decide if you are taking too many free actions in one turn, or if circumstances change what would normally be a free action into an action or bonus action.
Aiming
On your turn, you may spend 15 feet of your movement in order to focus on landing precise attacks, granting yourself the Aiming condition, which lasts until the start of your next turn. You can’t begin Aiming if you don’t have enough movement to do so.
Aiming (Condition)
- A creature may spend 15 feet of movement on its turn to begin this condition on itself. The condition lasts until the start of its next turn.
- A creature can’t make opportunity attacks while its Aiming.
- It stops Aiming if it performs a weapon swap motion.
Actions in Combat
When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.
When you describe an action not detailed elsewhere in the rules, the Architect tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
Attack
The most common action to take in combat is the Attack action, whether you are swinging a sword, taking a shot with an auto rifle, or brawling with your fists.
With this action, you make one melee or ranged attack with a weapon you’re wielding. Certain features, such as the Extra Attack feature, allow you to make more than one attack with this action.
Cast a Spell
Spellcasters, such as Hive wizards, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells have a casting time of 1 action, so a spellcaster often uses their action to cast a spell.
In Dungeons & Destiny, this action is almost exclusively taken by monsters, not by PCs.
Cast a Power
Casting a Power—either your tactical, grenade, support, or super Power—is separate from the Attack action. Like spells, Powers might not always cost your action to cast, but by default it is assumed they do.
Dash
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, dashing only gets you an extra 15 feet of movement for the turn.
Disengage
If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.
Dodge
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are Incapacitated or if your speed drops to 0.
Help
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Hide
When you take the Hide action, you make a Stealth check in an attempt to hide, following the rules for hiding (see Visibility and Hiding). If you succeed, you gain certain benefits, as described under Visibility and Hiding.
Ready
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include: “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the minotaur steps next to me, I move away.”
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell or Power, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, it must have a casting time of 1 action, and holding onto its energy requires concentration. If your concentration is broken, the spell or Power dissipates without taking effect.
Search
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the Architect might have you make a Perception check or an Investigation check.
Use an Object
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
Ghost Actions
Only your Ghost can take these actions. Your Ghost can only take these actions with you, not with any other creature.
Capture Power
If you’re dead and your Ghost is within 5 feet of where you died, your Ghost can use its action to capture your Power. This removes your body from the physical world, as your Ghost uses paracausal properties to store your body, as well as all worn and carried equipment, within a dedicated space in its memory. This ends all ongoing conditions except Exhaustion, which remains as a physical aspect of your body.
Ghosts cannot take the Capture Power action from within the pocket backpack. Once your Ghost has left its pocket backpack after you’ve died, it cannot re-enter the pocket backpack until it has performed the Resurrect action.
If you accumulate three failed RTL saving throws, your Ghost cannot perform the Capture Power action on you.
Heal
When your Ghost takes the Heal action, it spends one use of its Restoration feature to help you recover from injuries you have sustained. You recover all health points (but no energy shield points). Your Ghost must be out of its pocket backpack and within 5 feet of you in order to take the Heal action, and your Ghost cannot take the Heal action if it does not have any uses of its Restoration feature remaining.
Resurrect
After capturing your Power, your Ghost may use its action to project your captured Power out of its memory and back into the physical world. You are reborn from the dead, appearing in an unoccupied space within 5 feet of your Ghost. You recover all health points (but no energy shield points) and can immediately take your turn as normal.
Performing this action also spends one use of your Ghost’s Restoration feature. Your Ghost can’t take this action if it has no uses of Restoration left.
