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Move

Costs

1 action

Convert actions into movement. Movement is a separate resource, and can be split up between actions. Any movement not spent by the end of the turn is lost. The amount of movement a character gains per action spent is based on their move speed.

Step

Costs

Quick action

Move up to 5' without provoking openings.

Stand

Costs

1 action

Stand from prone.

Drop

Costs

Quick action

Drop to prone.

Leap

Costs

1 action

Gain your move speed and declare a destination within your current available movement, then make no less than a 10' run up in the correct direction...

If you are standing on unstable or slippery terrain, make an agility saving throw. If you fail, fall prone and end this action.

Make an agility check. The DC of this check is the distance of the jump in feet. On a success, you jump to your destination. On a failure, you only move the corresponding distance in feet before stopping.

If you land in difficult, unstable, or slippery terrain, or land at a different height than you anticipated, make an agility saving throw. On a failure, fall prone.

Amplified Effect

You don't need a 10' run up.