Action Points (AP) Image

This campaign has a special resource known as Action Points (AP), which are designed to allow for more cinematic gameplay. You start with 3 Action Points and gain another for every 5 XP earned.

You may use AP in any of the following ways:

Dodge Roll: As a reaction, when you are subjected to damage from an attack or spell's area of effect, you may dive out of the way. Spend 1 AP to move up to 10 ft, falling prone in your new space. You may decide to use this reaction after seeing if the attack would hit or a saving throw would fail. You take no damage from the triggering attack unless you are still within the area of effect.

Damage Transfer: As a reaction, when an ally within 10 ft of you takes damage, you may shove them out of harm’s way and take the blow instead. Spend 1 AP to move up to 10 ft into the space of an ally or to a space in between the ally and the source of the damage. You may decide to use this action after seeing if an attack will hit or a saving throw will fail. If you move into the ally’s space, move them to an adjacent space. If they are unwilling, you must succeed in an opposed athletics check. If the move is successful, you take the triggering damage, and your ally is unharmed. This ability cannot be used on single target spells that do not require an attack roll.

Inspiration: You may spend 1 AP to gain advantage on any attack roll, ability check, or saving throw.

Unique Character Ability: Each character will have a unique ability specific to them that uses Action Points.

Action Points (AP) Image

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