Description
with breaks
You attack with your rapier.
Attack: 1d20 + Dex + Prof
Damage: 1d8 + Dex, Piercing. (On a crit, double damage dice).
You attack with your shortbow.
Attack: 1d20 + Dex + Prof
Damage: 1d6 + Dex, Piercing. (On a crit, double damage dice).
You can make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack you expend one piece of Ammunition. Drawing the Ammunition from a Quiver is part of the Attack. At the end of battle you can recover half your expended Ammunition by taking a minute to Search the battlefield.
You attack with your dagger.
Attack: 1d20 + Dex + Prof
Damage: 1d4 + Dex, Piercing. (On a crit, double damage dice).
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, you can move up to 30 feet this turn if you dash.
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
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.
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.
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the Unseen Attackers and Targets section later in this chapter.
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.
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect.