Actions in Baldur's Gate 3 are certain moves your character can perform. Actions can be used in both exploration and combat to maneuver across the battlefield or to harm or aid Characters. The actions that a Character can perform are based on their Class and Equipment. Below you can find a list with all Actions in Baldur's Gate 3.
There are special types of Actions called Bonus Actions which can be performed on top of your normal Actions.
Action Resources
To perform Actions in Baldur's Gate 3, your character needs to spend the corresponding resources. All characters can perform at least an Action and a Bonus action per turn. Note that certain abilities, such as Action Surge, may grant you an extra action point.
Action is the primary resource players spend in order to attack or cast Spells. Certain Skills have specific action types assigned to them. Most of these resources replenish once the turn is over.
This is important information to be fully aware of during combat, because It will help you plan your turns accordingly. Note that you don't necessarily have to spend both actions to end your turn.
For example: While playing as a Warlock, you move to a vantage point and cast Eldritch Blast on an Enemy. Doing so, will spend your Action for this turn. Blocking you out from performing another action until your next turn. Your Bonus Action still remains usable. Using a Potion of Healing or using Jump to change your position, spends the remaining Bonus Action resource. These two are just an example of two possible Bonus Actions, and not the only choices available for players.
Weapon Actions
To perform Weapon Actions in Baldur's Gate 3, your character NEEDS to be proficient with that type of weapon. Otherwise, it won't be possible to perform said Weapon action.
Reactions
Added on Patch 9, Reactions allow players to respond to certain events or triggers, even when it is not their own turn. This is the Reaction resource icon , and most reactions require this resource in order to be executed, but can also require another one, such a Spell Slot.
Players can perform one reaction with a character per turn.
All Actions in Baldur's Gate 3
Baldur's Gate 3 Actions Comparison Table
You can search by by Name, Type, Description, Range or Requirements. Just type into the search box what you are looking for.
Quick Search of All Actions
Name |
Type |
Description |
Requirements |
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A surge of divine energy accompanies your swing. It deals an additional 1d6 Force damage and possibly pushes your target back 5m.
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This action can be performed when weilding the Faithbreaker Martial Versatile Weapon. |
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Inflicts Action Surge. Push Yourself beyond your limits and gain one additional action. | Class needed: |
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Once per day out of combat, replenish expended spell slots, which allows you to cast Spells requiring them. | Wizard |
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Automatically attack an enemy moving out of your reach. This is a Reaction. Toggle a reaction during your turn. It will automatically execute when needed. |
This action is a Toogleable Passive Feature. |
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Put extra force behind your strike to possible knock your enemy Prone.
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Warhammers |
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Inspire an ally to go beyond their capabilities with your performance They can add a +1d6 bonus to their next Attack Roll, Ability Check, or Saving Throw At Bard Level 5, the Bardic Inspiration bonus increases to +1d8. At Bard Level 10, the Bardic Inspiration bonus increases to +1d10.
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Class needed: |
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Grant another creature advantage on Stealth checks.
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This action requires maintaining Concentration. Class needed: |
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7.5 ![]() |
Spend 7.5m of your movement speed.
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Pikes Glaives |
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7.5 ![]() |
Spend 7.5m of your movement speed.
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A Ranged Weapon needs to be equipped. |
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Lash out with deadly claws to deal Slashing damage.
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N/A |
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Swing your Weapon in a large arc to attack multiple Enemies at once.
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This action can be performed with:
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Class Action![]() |
Click the heels of your boots. |
This action can be performed while wearing Boots of Speed. |
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Inspire an ally with your valour to goabive and beyond their capabilities. They can add a +1d6 bonus to their next Attack Roll, Ability Check, or Saving Throw. They can also choose to add a +1d6 bonus to the damage their next weapon attack deals, or to their Armour Class for one attack. At Bard Level 5, the Combat Inspiration bonus increases to +1d8. At Bard Level 10, the Combat Inspiration bonus increases to +1d10.
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Class needed: |
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Hit an enemy with all your might to deal damage and possibly Daze them.
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Clubs Greatclubs Morningstars Adamantine Mace |
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Class Action |
Use the power of your Oath to gain control over an undead creature. The target's level must be lower than yours
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Spend Spell Slots to gain Sorcery Points | Classes needed: (Either) |
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Spend Sorcery Points to unlock a Spell Slot. |
Classes needed: (Either) |
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Swing at an enemy's legs to deal damage and possibly Cripple them.
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This action can be performed with the following weapons: |
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Class Action![]() |
Double your Movement Speed for the current turn.![]() |
Class needed: |
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Class Action![]() |
Focus on retreating safely. Moving won't provoke Opportunity Attacks.
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Class Nedeed: Rogue Lvl 2 |
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Use your wit to distract a creature and sap its confidence. It receives a 1d6 penalty to Attack Rolls, Ability Checks, and damage dealt until the start of your next turn. At Bard Level 5, the Cutting Words penalty increases to +1d8. At Bard Level 10, the Cutting Words penalty increases to +1d10.
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Class needed: |
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Double your Movement Speed this turn.
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N/A |
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Dip a weapon into a surface. Alters the surface or enhances the weapon. If you are dual-wielding, dip both weapons.
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N/A |
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Class needed: |
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Spend a superiority die to deal X+Dexterity Modifier+1d8 damage type depending on the weapon used and potentially force the target to drop the weapons they are holding.
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Class needed: |
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Focus on retreating safely. Moving won't provoke Opportunity Attacks. |
N/A |
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N/A | ||
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Class Action![]() |
Tap into your spiritual awarness to gain Advantage on Attack Rolls against celestials, fiends, and undead. |
Class needed: Paladin |
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Leap down unto a foe below you, knocking them Prone. You do not take Falling damage.
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Class needed: |
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Class Action |
Let your darkest emotions burst forth as a menacing pulse to Frighten nearby enemies.
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Oathbreaker |
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Class Action![]() |
Use a bonus action to end your Rage. |
Barbarian |
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Available only when Frenzied. Thee damage depends on your strength and the weight of the item. Your Strength also affects how much weight you can throw.
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Available only when Frenzied. Class needed: |
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Feint an attack to possible throw your enemy off balance. 2 Turns. |
Rapiers Shortswords Scimitars |
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Charge forward and push all objets and creatures in your path 13ft away from you.
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Ranger |
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Available only when Frenzied. ![]() |
Available only when Frenzied. Class needed: |
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Your Rage turns into a frenzy as you release your unquenchable fury and bloodlust. You gain the use of Frenzied Strike and Enraged Throw. You can also make an Improvised Weapon Attack as a bonus action. Frenzy ends early if you haven't attacked a creature or taken damage since your last turn.
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Class needed: |
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Shoot an enemy in the thigh to deal damage and possibly reduce their Movement Speed by 50%.
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Shortbows |
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Class Action |
2 Healing Call upon your Oath to let nature heal all nearby allies. 1 turn No effect on undead and constructs. |
Class Nedeed: Oath of the Ancients (Paladin) |
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Smash an enemy's chest to deal damage and possibly reduce inflict Chest Trauma.
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This action is performed with Morningstars Weapons. |
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Help an ally in need. Removes Burning, Downed, Ensnared, Entangled, Enwebbed, Prone and Sleeping.
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N/A |
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Try to conceal yourself. Hiding depends on your Stealth and whether you are Obscured. Attacking or casting spells reveals your location. | N/A |
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Class Action |
Call upon your Oath toi grant an ally a vengeful aura that deals 1d4 Radiant damage to anyone who hits them with a melee attack. 2 turns |
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Target two creatures standing close to each other. Attack the first creature and open the second for a follow-up strike.![]() ![]() ![]() |
Class Nedeed: Hunter (Ranger Subclass) |
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Target two creatures standing close to each other. Shoot the first creature and open the second for a follow-up strike.![]() ![]() ![]() |
Class Nedeed: Hunter (Ranger Subclass) |
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Pick up an item or creature and use it to make a melee attack. Your Strength affects how much weight you can lift. Heavier items deal more damage. |
N/A |
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Available only when Raging.
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Available only when Raging. Class needed:Wildheart |
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Class Action![]() |
Create a cloud of magical darkness and immediately attempt to Hide.
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Rogue Class Tadpole Power |
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Summon an illusion to distract your Enemies. You and your allies receive advantage on attack rolls against a creature if both are attacker and the illusions are within 3 m of it.
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This action requires maintaining Concentration. Class needed: |
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Jump to a destination. Your Strength affects how far you can jump.
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N/A |
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Slash at an enemy to deal damage and possible inflict Bleeding.
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This action can be performed with: |
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Class Action |
4 Healing |
Class needed: Paladin |
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Class Action |
Imbue your hands with divine power to cure all deseases and poisons affecting creatures. No effect on undead and constructs.
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Class needed: Oath of Devotion (Paladin) |
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Class Action |
20 Healing Imbue your hands with divine power to heal an ally. No effect on undead and constructs.
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N/A |
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Class Action |
10 Healing Imbue your hands with divine power to heal an ally. No effect on undead and constructs.
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N/A |
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Class Actions![]() |
Release a blast of electricity Consume 4 Lightning Charges to create a Lightning Aura. The blast Jolts nearby enemies and possibly deals 1d6 Lightning damage.
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This action can be performed when The Real Sparky Sparkswall Shield is equipped. |
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Class Action![]() |
Focus the electricity in your veins.
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This action can be performed when The Blast Pendant Amulet is equipped. |
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Make a melee attack with your equipped Weapon.
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A melee Weapon must be equipped |
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Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly Frighten the target
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A Melee Weapon needs to be equipped. |
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Spend a superiority die to deal x+ Dexterity Modifier + 1d8 Piercing damage and possibly Frighten the target.
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A Ranged Weapon needs to be equipped. |
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Make a Ranged Attack while moving.
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Must have Dashed or Disengaged this turn. |
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Once per day our of combat, you can replenish expended spell slots, which allow you to cast spells. | Class needed: |
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Class Action |
Invoke primaeval forces to Restrain an enemy. |
Class Nedeed: Oath of the Ancients (Paladin) |
One With Shadows |
Class Action![]() |
Vanish into the darkness and become Invisible Until Long Rest Invisibility ends early if you attack, cast another spell, take an action, or take damage. |
Class Nedeed: The Great Old One (Warlock Sub Class) |
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Class Action | ?? |
This action can be performed when a Musical Instrument is equipped. |
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Shoot an enemy to damage them that possibly left a Gaping Wounds.
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N/A |
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Stab an enemy to damage them that possibly left a Gaping Wounds.
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N/A |
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Allows you to make a ranged weapon attack to deal Piercing damage and to reduce the target's movement speed by 3m.
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Weapons needed: |
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Make a non-lethal attack against an enemy to possibly Daze them.
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N/A |
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7.5 ![]() |
Spend 7.5m of your Movement Speed to deal an additional amount damage with your melee weapon for the rest of the turn.
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N/A |
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Evoke a healing energy that restores 3*3 hit ponts to allied creatures.
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Class needed: |
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3~6 Damage Charge forward, attacking all hostile creatures in your way. Deals 1d4+2 Bludgeoning damage and knocks targets Prone.
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Available only when Raging. Class needed:Wildheart |
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Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly push the target back 4.5m.
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A Melee Weapon needs to be equipped. Class needed: |
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Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly push the target back 4.5m.
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A Ranged Weapons needs to be equipped. Class needed: |
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Harness the sun's divine power to dispel any magical darkness and deal Radiant to hostile creature.
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This requires the Constitution Ability. Class needed: |
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While raging, you deal 2 extra damage with melee and improvised weapons, and when throwing objects. You also have Resistance to physical damage, and Advatange on Strength checks and Saving Throws. Rage ends early if you haven't attacked a creature or taken damage since your last turn.
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Class needed: |
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Go into a Rage that makes you tough enough to stand up to any punishment. You can use Unrelenting Ferocity, and have Resistance to all damage except psychic damage. Rage ends early if you haven't attacked a creature or taken damage since your last turn.
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Class needed: |
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Enter a Rage that makes you near untouchable. Foes also have Disadvantage on Opportunity Attacks against you, and you can use Dash as a bonus action. |
Class needed: |
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Go into a Rage that grants you extraordinary swiftness. You can use Primal Stampede, and your Movement speed increases by 4.5m. |
Class needed: Wildheart |
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Go into a Rage that empowers your leaps. You can use Tiger's Bloodlust, and your jump distance increases by 4.5m. Rage ends early if you haven't attacked a cretaure or taken damage since your last turn.
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Class needed: Wildheart |
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Enter a Rage so inciting it sprrrs on your allies.
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Class needed: Wildheart |
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Expend a superiority die to bolster the resolve of a friendly creature. It gains an additional 8 hit points.
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Class needed: |
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Make a ranged attack to deal Piercing damage
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N/A |
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Throw all caution in the wind as you attack. You have Advantage on the Attack Roll and deal Weapon Damage Slashing Damage. Until your next turn, you have Advantage on Attack Rolls, but enemies also have Advantage on Attack Rolls against you.
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Class needed: |
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Class Actions![]() |
Play your instrument to restore one of your Bardic Inspiration slots.
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N/A |
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Charge forwardand attack the first enemy in yourway, dealing damage and possibly pushing them Off Balance.
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This action can be performed with: |
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Class Action |
Imbue the weapon in your main hand with positive energy to turn it into a Sacred Weapon. 10 turns |
Class needed: Oath of Devotion (Paladin) |
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Try to push a target away. The distance you can shove a target depends on your Strength and the target's weight. Shoving depends on your Athletics, and the higher of the target's Athletics or Acrobatics. Shoving always succeeds if you're hidden or invisible.
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N/A |
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Class Action![]() |
Become Invisible. The spell breaks if you attack, cast another spell, perform an Action, or take damage. |
This action can be performed while wearing the Shadow of Menzoberranzan Helmet. |
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Exploit a foe's distraction to deal Melee Attack
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A Finesse Weapon must be equipped on your main hand. You have advantage, or another Enemy of the target is within 1.5 m of it and you don't have disadvantage. Class needed: |
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Exploit a foe's distraction to deal Piercing damage.
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A Finesse Weapon must be equipped on your main hand. You have advantage, or another Enemy of the target is within 1.5 m of it and you don't have disadvantage. Class needed: |
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Soothe those around you with your craft. You and your allies are revitalised as though you would have taken a short rest. |
Class needed: |
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Class Action |
4-7 Damage Steep an enemy in the darkness that churs within you. The target takes 1d4+3 Necrotic damage each turn and Attack Rolls against it have Advantage. 1d4+3 |
N/A |
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Class Action | Doesn't provoke Opportunity Attacks.
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N/A |
Stage Fright |
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2d6 Psychic (Conditional) Drown your enemy in an overwhelming fear of failure. They receive Disadvantage on Attack Rolls and take damage each time they miss an Attack Roll. They overcome their Stage Fright when they succeed an Attack Roll.
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Class needed: |
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Gain a beast companion that accompamies you on your adventures and fights alongside you.
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Class needed: |
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Throw an Item or creature. Your Strength affects how much weight you can throw. Heavier items deal more damage. The damage of Thrown weapons is the same as the weapon's melee damage.
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N/A |
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Available only when Raging.
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Available only when Raging. Class needed:Wildheart |
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Knock someone Unconscious instead of killing them. Must be unarmed or using a melee weapon. Doesn't work on undead and constructs.
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N/A |
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N/A |
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Spend a superiority die to deal X + Strength Modifier + 1d8 damage and possibly knock the target Prone.
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The target must be larger or smaller. Class needed: |
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Spend a superiority die to deal X + Dexterity Modifier + 1d8 damage and possibly knock the target Prone.
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The target must be larger or smaller. Class needed: |
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Inflicts Turned. Present your holy symbol and pray. Each undead that can see or hear you is forced to flee from you.
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Class needed: |
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Class Action |
Channel your Oath using ancient words to Turn nearby fey and friends The condition ends upon taking damage
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Class Nedeed: Oath of the Ancients (Paladin) |
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Class Action |
Channel your Oath and speak a prayer to Turn nearby friends and undead.
The condition ends upon taking damage. |
Class needed: Oath of Devotion (Paladin) |
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Available only when Raging. |
Available only when Raging Class needed: |
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You suck the blood from a living creature and regain 2d4 hit points. The target takes 2d4 Piercing damage, unless it is unconscious or you are Hiding. Biting a creature does not break stealth.
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Astarion |
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Grant an ally a +2 bonus on Persuasion Checks.
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This action can be performed while equipping Envoy's Amulet. |
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Target an enemy's hands with a non-lethal attack to deal damage and possibly inflict Weak Grip.
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This action can be performed with the following weapons:
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Magically assume the shape of a beast. While in animal shape, you can't talk or cast spells. You take on the game statistics of your beast form -excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form, with the number of hit points you had before transforming. If your hit points dropped below 0 in beast form, that damage is applied after you revert. Spells that require concentration are not broken by turning into an animal. Your equipment merges into your animal form and won't have any effect until you revert. |
Classes needed: (Either) |
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Take the shape of a giant badegr that can burrow into the ground. Your badger shape has 13 hit points. |
Classes needed: (Either) |
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Take the shape of a polar bear that can goad Enemies into attacking it. Your bear shape has 30 hit points. |
Class needed: |
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Take the shape of a cat that can avoid attention or distract Enemies. Your cat shape has 2 hit points. |
Classes needed: (Either) |
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Take the shape of of a deep rothé that can casts dancing lights and charge its Enemies. Your deep rothé shape has 23 hit points. |
Classes needed: (Either) |
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Take the shape of of a dire raven that can avoid attention and Blind Enemies. Your raven shape has 21 hit points. |
Class needed: |
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Take the shape of of a giant spider that can enweb Enemies. Your spider shape has 20 hit points. |
Classes needed: (Either) |
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Take the shape of a dire wolf that can increase its allie's movement speed and leave its Enemies vulnerable. Your wolf shape has 18 hit points. |
Classes needed: (Either) |
Baldur's Gate 3 Actions Gallery

ABSOLUTE POWER
A surge of divine energy accompanies your swing. It deals an additional 1d6 Force damage and possibly pushes your target back 5m.
Attack/Save: Melee Attack
Recharge: Once per Short Rest

ACTION SURGE
Inflicts Action Surge. Push Yourself beyond your limits and gain one additional action.

ARCANE RECOVERY
Once per day out of combat, replenish expended spell slots, with allow you to cast Spells.

ATTACK OF OPPORTUNITY
Automatically attack an enemy moving out of your reach. This is a Reaction. Toggle a reaction during your turn. It will automatically execute when needed.

BACKBREAKER
Put extra force behind your strike to possible knock your enemy Prone.
Attack/Save: Melee attack, Strength.
Recharge: Once per short rest.

BARDIC INSPIRATION
Inspire an ally with your performance
They can add a +1d6 bonus to their next Attack Roll, Ability Check, or Saving Throw

BLESSING OF THE TRICKSTER
Grant another creature advantage on Stealth checks.
You can only use this blessing on one creature at a time.
_action_icon_baldurs_gate3_guide_64px.png)
BRACE (MELEE)
Applies Braced
Spend 7.5m of your movement speed. For the rest of your turn, roll Melee damage twice and use the highest result.
Recharge: Once per short rest.
_action_icon_baldurs_gate3_guide_64px.png)
BRACE (RANGED)
Applies Braced
Spend 7.5m of your movement speed. For the rest of your turn, your Damage Rolls for your Ranged Weapon Have Advantage, byt you can't move.
Recharge: Once per short rest.

CLAWS
Lash out with deadly claws to deal Slashing damage.

CLICK HEELS
Click the heels of your boots.
For 1 turn, your Movement Speed is doubled, and enemies have Disadvantage onOpportunity Attacks against you.

COMBAT INSPIRATION
Inspire an ally with your valour.
They can add a +1d6 bonus to their next Attack Roll, Ability Check, or Saving Throw.
They can also choose to add a +1d6 bonus to the damage their next weapon attack deals, or a +4 bonus to their Armour Class for one attack.

CONCUSSIVE SMASH
Hit an enemy with all your might to deal damage and possibly Daze them.
Attack/Save: Melee Attack, Constitution
Recharge: Once per Short Rest.

CREATE SORCERY POINTS
Spend Spell Slots to gain Sorcery Points

CREATE SPELL SLOT
Spend Sorcery Points to unlock a Spell Slot.

CRIPPLING STRIKE
Swing at an enemy's legs to deal damage and possibly Cripple them.

CUNNING ACTION: DASH
Double your Movement Speed for the current turn.
1 Turn

CUTTING WORDS
Use your wit to distract a creature and sap its confidence.
It receives a 1d6 penalty to Attack Rolls, Ability Checks, and damage dealt until the start of your next turn.

DASH
Double your Movement Speed this turn.
Recharge: Once per turn.

DIP
Dip a weapon into a surface. Alters the surface or enhances the weapon. If you are dual-wielding, dip both weapons.
_64px.png)
DISARMING ATTACK (MELEE)
Applies Rallied
Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and potentially force the target to drop the weapons they are holding.
Attack/Save: Melee Attack.

DISARMING ATTACK (RANGED)
Spend a superiority die to deal X+Dexterity Modifier+1d8 damage type depending on the weapon used and potentially force the target to drop the weapons they are holding.
Attack/Save: Melee Attack.

DISENGAGE
Focus on retreating safely.
Moving won't provoke Opportunity Attacks.

DIVING STRIKE
Leap down unto a foe below you, dealing Weapon Damage Slashing Damage and knocking them Prone.
You do not take Falling damage.
You must be at least 1.5m above your target.
Available only when Raging.

END RAGE
Use a bonus action to end your Rage.

ENRAGED THROW
Pick up an item or creature and throws it at a target, dealing Bludgeoning damage and knocking it Prone.
Thee damage depends on your strength and the weight of the item. Your Strength also affects how much weight you can throw.
Available only when Frenzied.

FLOURISH
Feint an attack to possible throw your enemy off balance.
2 TurnsDex
Short Rest

FORCE TUNNEL
Charge forward and push all objets and creatures in your path 13ft away from you.

FRENZIED STRIKE
As a bonus action, make a melee attack with your equipped weapon, dealing Weapon Damage slashing damage.
Available only when Frenzied.

FRENZY
Your Rage turns into a frenzy as you release your unquenchable fury and bloodlust.
You gain the use of Frenzied Strike and Enraged Throw. You can also make an Improvised Weapon Attack as a bonus action.
Frenzy ends early if you haven't attacked a creature or taken damage since your last turn.
Lasts 10 turns.

HAMSTRING SHOT
Inflicts Hamstrung
Shoot an enemy in the thigh to deal damage and possibly reduce their Movement Speed by 50%.
Attack/Save: Ranged Attack, Constitution
Recharge: Once per Short Rest

HEARTSTOPPER
Smash an enemy's chest to deal damage and possibly reduce inflict Chest Trauma.
Attack/Save: Melee Attack, Constitution.
Recharge: Once per Short Rest.
Undead and Construct can't get Chest Trauma.

HELP
Help an ally in need. Removes Burning, Downed, Ensnared, Entangled, Enwebbed, Prone and Sleeping.

HIDE
Try to conceal yourself. Hiding depends on your Stealth and whether you are Obscured. Attacking or casting spells reveals your location.

IMPROVISED MELEE WEAPON
Pick up an item or creature and use it to make a melee attack. Your Strength affects how much weight you can lift. Heavier items deal more damage.Melee

INCITING HOWL
Stir your allies' fervour. Each ally within earshot can move an additional 3m during their next turn.
Available only when Raging.

INVOKE DUPLICITY
Summon an illusion to distract your Enemies. You and your allies receive advantage on attack rolls against a creature if both are attacker and the illusions are within 3 m of it.

LACERATE
Slash at an enemy to deal damage and possible inflict Bleeding.
Attack/Save: Melee Attack, Constitution
Recharge: Once per Short Rest.
Undead and Constructs can't Bleed.

LIGHTNING AURA
Release a blast of electricity
Consume 4 Lightning Charges to create a Lightning Aura. The blast Jolts nearby enemies and possibly deals 1d6 Lightning damage.3 Turns

LIGHTNING BLAST
Focus the electricity in your veins.
Your next Lightning Spell or Cantrip deals additional Lightning damage equal to your remaining Lightning Charges.
On hit, all your Lightning Charges are consumed.
2 Turns.
Long Rest

MAIN HAND ATTACK
Make a melee attack with your equipped Weapon

MENACING ATTACK (MELEE)
Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly Frighten the target
Attack/Save: Wisdom

MENACING ATTACK (RANGED)
Spend a superiority die to deal x+ Dexterity Modifier + 1d8 Piercing damage and possibly Frighten the target.
Attack/Save: Ranged Attack

MOBILE SHOT
Make a Ranged Attack while moving.
Attack/Save: Ranged Attack.
Recharge: Once per Short Rest.

NATURAL RECOVERY
Once per day our of combat, you can replenish expended spell slots, which allow you to cast spells.

PERFORM
??

PIERCING SHOT
Inflicts Gaping Wounds
Shoot an enemy to damage them that possibly left a Gaping Wounds.
Attack/Save: Ranged Attack, Constitution
Recharge: Once per Short Rest
Undead and Constructs can't get Gaping Wounds.

PIERCING STRIKE
Stab an enemy to damage them that possibly left a Gaping Wounds.
Attack/Save: Melee attack, Constitution
Recharge: Once per short rest.
Undead and Constructs can't get Gaping Wounds.

PIN DOWN
Allows you to make a ranged weapon attack to deal Piercing damage and to reduce the target's movement speed by 3m.

POMMEL STRIKE
Inflicts Dazed
Make a non-lethal attack against an enemy to possibly Daze them.
Attack/Save: Melee attack, Constitution
Recharge: Once per short rest.

PREPARE
Aplplies Prepared
Spend 7.5m of your Movement Speed to deal an additional amount damage with your melee weapon for the rest of the turn.
Recharge: Once per short rest.

PRESERVE LIFE
Evoke a healing energy that restores 3*3 hit ponts to allied creatures.
Has no effect on undead and constructs.

PRIMAL STAMPEDE
3~6 Damage 1d4+2 Bludgeoning
Charge forward, attacking all hostile creatures in your way. Deals 1d4+2 Bludgeoning damage and knocks targets Prone.
Availabble only when Raging.

PUSHING ATTACK (MELEE)
Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly push the target back 4.5m.
Attack/Save: Strength

PUSHING ATTACK (RANGED)
Spend a superiority die to deal X+Strength Modifier+1d8 damage type depending on the weapon used and possibly push the target back 4.5m.
Attack/Save: Ranged Attack

RADIANCE OF THE DAWN
Harness the sun's divine power to dispel any magical darkness and deal Radiant to hostile creature.
On a successful saving throw, creatures only take half damage. Doesn't affect creatures that have total cover from you.

RAGE
While raging, you deal 2 extra damage with melee and improvised weapons, and when throwing objects.
You also have Resistance to physical damage, and Advatange on Strength checks and Saving Throws.
Rage ends early if you haven't attacked a creature or taken damage since your last turn.10 turns.

RAGE: BEAR HEART
Go into a Rage that makes you tough enough to stand up to any punishment.
You can use Unrelenting Ferocity, and have Resistance to all damage except psychic damage.
Rage ends early if you haven't attacked a creature or taken damage since your last turn.
10 turns.

RAGE: EAGLE HEART
Go into a Rage that makes you near untouchable. You can use Diving Strike.
Foes also have Disadvantage on Opportunity Attacks against you, and you can use Dash as a bonus action.
Rage ends early if you haven't attacked a creature or taken damage since your last turn.
10 turns.

RAGE: ELK HEART
Go into a Rage that grants you extraordinary swiftness.
You can use Primal Stampede, and your Movement speed increases by 4.5m.
Rage ends early if you haven't attacked a creature or taken damage since your last turn.
10 turns.

RAGE: TIGER HEART
Go into a Rage that empowers your leaps.
You can use Tiger's Bloodlust, and your jump distance increases by 4.5m.
Rage ends early if you haven't attacked a cretaure or taken damage since your last turn.
10 turns.

RAGE: WOLF HEART
Go into a Rage so inciting it spurs on your allie.s
You can use Inciting Howl, and your allies have Advantage on melee Attack Rolls against enemies within 2m of you.
Rage ends early if you haven't attacked a creature or taken damage since your las turn.
10 turns

RALLY
Expend a superiority die to bolster the resolve of a friendly creature. It gains an additional 8 hit points.

RANGED ATTACK
Make a ranged attack to deal Piercing damage
Attack/Save: Ranged Attack

RECKLESS ATTACK
Throw all caution in the wind as you attack. You have Advantage on the Attack Roll and deal Weapon Damage Slashing Damage.
Until your next turn, you have Advantage on Attack Rolls, but enemies also have Advantage on Attack Rolls against you.

RESTORE BARDIC INSPIRATION
Play your instrument ti restire ibe if your Bardic Inspiration slots.

RUSH ATTACK
Inflicts Off Balance
Charge forwardand attack the first enemy in yourway, dealing damage and possibly pushing them Off Balance.
Attack/Save: Strength
Recharge: Once per Short Rest.

SHOVE
Try to push a target away. The distance you can shove a target depends on your Strength and the target's weight. Shoving depends on your Athletics, and the higher of the target's Athletics or Acrobatics. Shoving always succeeds if you're hidden or invisible.

SHROUDED IN SHADOW
Become Invisible. THe spell breaks if you attack, cast another spell, perform an Action, or take damage.Concentration
Long Rest

SNEAK ATTACK (MELEE)
Exploit a foe's distraction to deal Melee Attack
Recharge: Once per turn
You have advantage, or another Enemy of the target is within 1.5 m of it and you don't have disadvantage.

SNEAK ATTACK (RANGED)
Exploit a foe's distraction to deal Piercing damage.
Attack/Save: Ranged Attack
Recharge: Once per turn
You have advantage, or another Enemy of the target is within 1.5 m of it and you don't have disadvantage.

SONG OF REST
Soothe those around you with your craft.
You and your allies are revitalised as though you would have taken a short rest.

SPRINT
Rush ahead in a straight line. Reduces the duration of your Momentum by 1 turn.
Doesn't provoke Opportunity Attacks
STAGE FRIGHT
2d6 Psychic (Conditional)
Drown your enemy in an overwhelming fear of failure. They receive Disadvantage on Attack Rolls and take damage each time they miss an Attack Roll.
They overcome their Stage Fright when they succeed an Attack Roll.

SUMMON COMPANION
Gain a beast companion that accompamies you on your adventures and fights alongside you.

TIGER'S BLOODLUST
Lash out to attack up to 3 enemies at once. They each take half the damage your weapon usually deals and start to Bleed.
Available only when Raging.

TOGGLE NON-LETHAL ATTACKS
Knock someone Unconscious instead of killing them. Must be unarmed or using a melee weapon. Doesn't work on undead and constructs.

TOPPLE
Inflicts Prone. Swipe at a creature to knock it Prone.
Attack/Save: Dexterity
Recharge: Once per short rest

TRIP ATTACK (MELEE)
Spend a superiority die to deal X + Strength Modifier + 1d8 damage and possibly knock the target Prone.
Attack/Save: Strength

TRIP ATTACK (RANGED)
Spend a superiority die to deal X + Dexterity Modifier + 1d8 damage and possibly knock the target Prone.
Attack/Save: Ranged Attack

TURN UNDEAD
Inflicts Turned. Present your holy symbol and pray. Each undead that can see or hear you is forced to flee from you.

UNRELENTING FEROCITY
You are stronger than you think. Muster up your stamina to heal 1d8+2 hit points.
Available only when Raging

VAMPIRE BITE
You suck the blood from a living creature and regain 2d4 hit points. The target takes 2d4 Piercing damage, unless it is unconscious or you are Hiding. Biting a creature does not break stealth.
Recharge: Once per Short Rest.

VOICE OF THE CIRCLE
Applies Voice of the Circle
Grant an ally a +2 bonus on Persuasion Ckecks.
Recharge: Once per Short Rest.

WEAKENING STRIKE
Target an enemy's hands with a non-lethal attack to deal damage and possibly inflict Weak Grip.
STR
Short Rest
Creatures without weapons can't have Weak Grip.

WILD SHAPE ACTION
Magically assume the shape of a beast. While in animal shape, you can't talk or cast spells.
You take on the game statistics of your beast form -excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form, with the number of hit points you had before transforming. If your hit points dropped below 0 in beast form, that damage is applied after you revert. Spells that require concentration are not broken by turning into an animal. Your equipment merges into your animal form and won't have any effect until you revert.

WILD SHAPE: BADGER
Take the shape of a giant badegr that can burrow into the ground.
Your badger shape has 13 hit points.

WILD SHAPE: BEAR
Take the shape of a polar bear that can goad Enemies into attacking it.
Your bear shape has 30 hit points.

WILD SHAPE: CAT
Take the shape of a cat that can avoid attention or distract Enemies.
Your cat shape has 2 hit points.

WILD SHAPE: DEEP ROTHÉ
Take the shape of of a deep rothé that can casts dancing lights and charge its Enemies.
Your deep rothé shape has 23 hit points.

WILD SHAPE: DIRE RAVEN
Take the shape of of a dire raven that can avoid attention and Blind Enemies.
Your raven shape has 21 hit points.

WILD SHAPE: SPIDER
Take the shape of of a giant spider that can enweb Enemies.
Your spider shape has 20 hit points.

WILD SHAPE: WOLF
Take the shape of a dire wolf that can increase its allie's movement speed and leave its Enemies vulnerable.
Your wolf shape has 18 hit points.

Inkblot
Create a cloud of magical darkness and immediately attempt to Hide.
Creatures within the cloud are Heavily Obscured and Blinded. Creatures cannot make ranged attacks into or out of the darkness.

Divine Sense
Tap into your spiritual awarness to gain Advantage on Attack Rolls against celestials, fiends, and undead.

Lay on Hands
Use your blessed touch to heal a creature or cure it of all diseases and poisons.

Lay on Hands: Cure
Imbue your hands with divine power to cure all deseases and poisons affecting creatures.
No effect on undead and constructs.

Lay on Hands: Greater Healing
Imbue your hands with divine power to heal an ally.
No effect on undead and constructs.

Lay on Hands: Lesser Healing
Imbue your hands with divine power to heal an ally.
No effect on undead and constructs.

Turn the Faithless
Channel your Oath using ancient words to Turn nearby fey and friends

Nature's Wrath
Invoke primaeval forces to Restrain an enemy.

Spiteful Suffering
Steep an enemy in the darkness that churs within you.
The target takes 1d4+3 Necrotic damage each turn and Attack Rolls against it have Advantage.

Control Undead
Use the power of your Oath to gain control over an undead creature.

Dreadful Aspect
Let your darkest emotions burst forth as a menacing pulse to Frighten nearby enemies.

Holy Rebuke
Call upon your Oath toi grant an ally a vengeful aura that deals 1d4 Radiant damage to anyone who hits them with a melee attack.

Sacred Weapon
Imbue the weapon in your main hand with positive energy to turn it into a Sacred Weapon.

Turn the Unholy
Channel your Oath and speak a prayer to Turn nearby friends and undead.

Healing Radiance
Call upon your Oath to let nature heal all nearby allies.

Horde Breaker (Melee)
Target two creatures standing close to each other. Attack the first creature and open the second for a follow-up strike.

Horde Breaker (Ranged)
Target two creatures standing close to each other. Shoot the first creature and open the second for a follow-up strike.

Cunning Action: Disengage
Focus on retreating safely. Moving won't provoke Opportunity Attacks.
1Turn
pfff.. Hide as a bonus action to everyone ? Why bother do a rogue then ? which is one of their boost in 5e... Let`s take it and give it to everyone.
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