Heroic Action Points

You start with 5 action points at 1st level. Each time you gain a level, you lose any unspent action points and gain a new total equal to 5 + half your new level.

You can spend an action point to:

  • Turn the d20 roll for an ability check into a 20.
  • Turn a miss into a hit.
  • Turn a hit against you into a miss.
  • Turn a failed saving throw into a success.
  • Take the Dash or Disengage action without using your action.

Each use of an action point gives the DM a "complication point." These can be spent by the DM on NPCs in the same way action points are spent by PCs. Only one action point or complication point can be spent on a given ability check, saving throw, or attack roll.