Environment and World Actions
Environment and World Actions
The raging storm howls and a bolt of lightning splits the ground in front of the adventurers. Souls lost to the sea manifest amid the fervor of the fishing competition for another chance at the perfect catch. The battlefield itself can be as active a participant in Turn-Based Action as the characters are, and its actions can have serious consequences for everyone involved.
Initiative
Initiative
The initiative step sets the order of everyone's turn throughout the encounter. Each participant makes an ability check to determine their place in the initiative count, from the highest check total to the lowest. This ability check is typically Dexterity. The Narrator might determine that one or more participants should instead roll a different ability check, potentially utilizing a relevant skill or tool (see Table: Types of Initiative). In the event of a tie, the tied participants each roll a d20 to determine the order amongst themselves (the highest roll goes first.)
Turn Order
Turn Order
All engagements using Turn-Based Action consist of two phases: set-up and initiative rounds. The set-up phase establishes the status and order of the participants and the amount of time each round takes in the game world, and initiative rounds are where the participants take their turns round after round until one side is victorious.
Fire Storm
Fire Storm
Flames roar, dealing 7d10 fire damage to creatures and objects in the area and igniting unattended flammable objects. If you choose, plant life in the area is unaffected. This spell’s area consists of a contiguous group of ten 10-foot cubes in an arrangement you choose, with each cube adjacent to at least one other cube.
Accelerando
Accelerando
You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed.
Acid Arrow
Acid Arrow
A jet of acid streaks towards the target like a hissing, green arrow.
Acid Splash
Acid Splash
A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Aid
Aid
You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.
Air Wave
Air Wave
Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.