Actions - OneD&D
Actions:
Hide
With the Hide Action, you try to conceal yourself. To do so, you must make a DC 15 Dexterity Check (Stealth) while you’re Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any visible enemy’s line of sight; if you can see a creature, you can discern whether it can see you.On a successful check, you are Hidden. Make note of your check’s total, which becomes the DC for a creature to find you with a Wisdom Check (Perception).
JUMP
With the Jump Action, you attempt to leap more than 5 feet (a jump of 5 feet or less is treated asDifficult Terrain). When you take this Action, your Speed must be greater than 0, and you must make a DC 10 Strength Check (Acrobatics or Athletics). If you don’t Move at least 10 feet immediately before this Action, you have Disadvantage on the check.On a failed check, you leap 5 feet horizontally or vertically.
On a successful check, the check’s total determines the distance in feet that you can clear horizontally, or half that total if you’re jumping vertically (round down). This jump doesn’t expend your movement, but the distance you clear can’t exceed your Speed.
Unarmed Strike (part of attack action)
An Unarmed Strike is a melee attack that involves you using your body to damage, grapple, or shove a target within your Reach.Your bonus to hit with an Unarmed Strike equals your Strength modifier plus your Proficiency Bonus. On a hit, your Unarmed Strike causes one of the following effects of your choice: