You get a number of Action Points equal to your level.
Actions Points refresh at each level. Unspent Action Points are lost as the new total is gained.
Only one Action Point may be added to a roll, and it must be done before consequences are revealed.
Most NPCs do not get Action Points, but significant NPCs may have Action Points to use against the player characters
You can spend 1 action point in a turn. If you spend a point to use a special action (see below), you can’t spend another one in the same turn to improve a die roll, and vice versa.
You can spend 1 action point to roll 1d6 and add the number rolled to any attack roll, saving throw, or skill check.
Special Actions: A character can perform certain tasks by spending an action points:
Activate Class Ability: You can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a fighter might spend an action point to gain another use of the Action Surge ability, or a druid might spend an action point to Wild Shape.
Boost Defense: You can spend 1 action point to force a target to attack you at disadvantage on its turn. The use must precede the roll.
Advantage: You can spend 1 action point to make your next attack roll, saving throw, or skill check with advantage. The use must precede the roll.
Negate Disadvantage: You can spend 1 action point to eliminate any disadvantage on your attack, saving throw, or skill check. The use must precede the roll.
Improved Critical: You can spend 1 action point to increase your critical threat range by 1 for the entire round: from 20 to 19-20, from 19-20 to 18-20, etc.
Spell Focus: You can spend 1 action point to force a single target to save at disadvantage against a spell you are casting. The spell can be an area effect spell and only the single target is at disadvantage. Others caught in the spell save normally.
Stabilize: Any time you are dying, you can spend 1 action point to become stable. The action point must be spent before the third death save is rolled.
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