Additional Actions in Combat

This article details a list of additional, optional actions that may be taken in Combat. They are organized into two categories, Standard Actions and Attack Substitutions. Attack Substitutions may be taken in place of one weapon attack after the player has taken the Attack action.

Charge
You charge an enemy before swing, allowing your momentum to drive the strike to deal more damage. Before taking the Charge actions you must move at least 10 feet in a straight line towards your target. When you take the Charge action you make a standard attack roll with your equipped weapon, if this weapon has the Finesse property you must use Strength for the attack roll, not Dexterity. If the blow lands you deal +10 damage to the target. In addition that target must make a Strength (Athletics) or Dexterity (Acrobatics) check, contested by your attack roll, if they fail their roll they are either knocked prone or pushed straight back 5 feet (decided by the DM).

Disarm
You replace one of your attacks with an attempt to knock an item, typically a weapon, from your opponents hand. You must be within melee range of your target and be wielding a melee weapon to take this action. When you take the Disarm action, make an attack roll as normal, your opponent must make a Strength (Athletics) or Dexterity (Acrobatics) check, contested by your attack roll, if your attack roll is lower than your target's Armor Class they automatically pass their Saving Throw. If they fail, you may knock one item they are carrying in their hands to the ground at their feet. Attacks against an opponent who has had all its weapons disarmed have advantage. If your opponent is carrying/wielding the targeted item with two or more hands they have Advantage on their Saving Throw.

Feint
You attempt to trick your opponent, throwing them off balance and making them an easier target. You must be within melee range of your target and be wielding a melee weapon to take this action. In place of one of your attacks, make a Sleight of Hand check. Your target contests this with an Insight check. If your target fails, until the end of your turn all attacks made by you against this target are rolled with advantage and you may make a single, melee weapon attack against this enemy as a Bonus Action on your turn. Characters that can make a Sleight of Hand check as a Bonus Action (Thieve's using their Cunning Action) may use that check as a Feint.