| Cast a Spell | 1 AP | Attack a creature with a charmed cantrip. Total AP depends on the charms used. |
| Concentrate on a Spell | 1 AP | Concentrate on a cast spell. You can use this multiple times per turn, each time you must concentrate on a different spell. |
| Mount or Dismount | 1 AP | Spend half of your total speed to mount or dismount a creature at least one size category larger than you. |
| Move | 1 AP | Move up to your speed. You can use this multiple times per turn, each time you do so, its AP cost is increased by 1. |
| Retrieve Item | 1 AP | Mark 1-fatigue to retrieve an item that's either within close range or that's on your person and not part of your current loadout. As part of this, you can add a number of small items (like potions or daggers) to your current loadout equal to your +CUNNING, provided you have free spots for them. Alternatively, you can use this to swap your current weapon loadout. |
| Strike | 1 AP | Attack a creature with an equipped weapon, dealing the weapon's damage or marking 1-fatigue to inflict 2-fatigue. Alternatively, attack a creature with an uncharmed cantrip. You can use this multiple times per turn, each time you do so, its AP cost is increased by 1. |
| Use Item | 1 AP | Use an item from your current loadout, such as a potion. As part of this action, you can hand the item to another creature within touch range of you, or administer it to an unconscious creature within touch range. If an item has an AP cost to use (like a spell scroll), the AP spent on this technique counts as part of the total AP cost to use. |
| Aid | 2 AP | Lend your aid to another creature that can see or hear you; they recover fatigue equal to your +BOND with them. Increase AP by 1 to use this on an unconscious creature you can touch or to stabilize a dying creature. This can only be used once per short rest per creature. |
| Disengage | 2 AP | Cover yourself, preventing opportunity attacks for the rest of the turn. Optionally mark up to 2-fatigue; for each fatigue you mark, reduce the AP cost by 1. |
| Distract | 2 AP | Mark 1-fatigue to distract a creature within close range of you. Make a cunning roll. On a weak hit, the creature becomes sundered until the start of your next turn, on a strong hit, the next attack against it before the start of your next turn is made with advantage. |
| Dodge | 2 AP | Until the start of your next turn, any attack rolls made against you have disadvantage if you can see the attacker, and you make cunning saving throws with advantage, as long as you aren't incapacitated and have a speed greater than 0. |
| Grapple | 2 AP | Mark 1-fatigue to grapple a creature within touch range. They must make a power saving throw, +POWER DC, On a miss, they become restrained until they are freed. On a weak hit, they become restrained. If you become impaired or stunned, restrained ends. |
| Hide | 2 AP | Make a cunning roll while behind total cover or otherwise out of line of sight; on a weak hit, you become invisible, on a strong hit you also gain advantage on the first attack roll you make against a creature you are invisible from. If you move into line of sight of a creature, you attack, or otherwise make your location known, the invisible status ends on you. |
| Help | 2 AP | Assist a creature in accomplishing a task. They gain a modifier to their next ability check equal to their +BOND with you. |
| Regroup | 3 AP | Clear 2-fatigue. Cannot be used outside of combat. |
| Opportunity Attack | 1 R A creature leaves your melee reach | Strike the triggering creature with your equipped melee weapon or a spell that can be cast at touch range. |
| Retaliate | 1 R A creature within your reach deals damage to you with a weak hit | Inflict 1-fatigue on them. |