SPARKLESNAP SYSTEM: ACTIONS
Actions are things you can do. Basic actions are available to everyone always, class-specific actions must be bought. You can gain additional action points through RP.
When you start out, you have 6 points to distribute.
Melee Attack – 1DMG to 1 target
Ranged Attack– 1DMG to 1 target
Dash - action, gain movement again
Disengage - action, move away from the enemy without triggering opportunity strike
Use - bonus action, use an item
Stealth - action, enter stealth. Your attacks from stealth have an advantage
Reckless Attack - bonus action, your attack has an advantage, but your next defense roll is at a disadvantage, 3 turn CD
Stalwart Defense - bonus action, your next defense has an advantage, but your next attack roll is at a disadvantage, 3 turns CD
Aid - action, assist a healer by passing them your Healing modifier, 5 turns CD, up to two people can aid the healer
Shapeshift - bonus action, assume a different shape
Ready - action, prepare another action to be used as a reaction
AoE Melee Attack – 1DMG to up to 3 targets, 3 turns CD
Rend – 1DMG over 3 turns, 3 turns CD
Shove - shove a target 5ft, they must spend a turn getting up with a successful DC10, 1 turn CD
Grapple - hold the target, reducing their movement to 0, attacks against grappled target have DC5, 2 turn CD
Stun - stun the target, they can’t do anything for a turn and attacks against them have an advantage, 3 turns CD
Taunt – taunts the nearest target
Provoke – taunts 3 nearest targets, 3 turns CD
Protect – reaction, take the damage for a party member, 3 turns CD
Defender - action, players directly behind you gain advantage on the next defense roll, 3 turn CD
Second Wind - once per combat heal for 4HP
Ignore Pain - reaction, gain 3 temporary HP for 2 turns, 3 turns CD
Hand of Freedom - action, break yourself or someone else out of CC
Juggernaut - permanent +2hp, must take Sturdy first
Magic Attack – 1DMG to 1 target
AoE Magic Attack – 1DMG to up to 3 targets, 3 turns CD, declare before rolling
Sear – 1DMG over 3 turns, 3 turns CD
Counterspell – reaction, contested roll to shut down enemy spell, 3 turns CD, max 2 counterspells per turn
Teleport - action or reaction, teleport up to 30ft without triggering AoO and avoiding damage, 5 turn CD
Curse - lowers the target’s hit DC by 2 for 3 turns, can stack, 3 turn CD
Chain Heal – +1HP to up to 3 targets, 3 turns CD, declare befoe rolling
Rejuvenation – +1HP for 3 turns, 3 turns CD
Resurrection – bring a party member back with 2HP, 5 turns CD, one Resurrection attempt per turn
Dispel – remove 1 harmful magic effect from an ally or 1 beneficial magic effect from an enemy, 2 turns CD
Cleanse – remove 1 poison or disease effect, 2 turns CD
Shield – temporary 1HP barrier, lasts 3 turns, stacks, 1 turn CD.
Buff - action, give your target +2 to your chosen STAT or PROFICIENCY on next turn
Poison - action, use [Poison] to make your next successful Melee or Ranged attack deal a 1DMG dot, lasting till the target is dead
Scatter Shot – 1DMG to up to 3 targets, 3 turns CD
Puncture – 1DMG over 3 turns, 3 turns CD
Poison Nova - 1DMG dot on 2 targets, 4 turns CD
Crippling Shot - reduce the enemy’s movement to 0 on their turn
Grappling Hook - pull the enemy 10ft towards you