On your turn you can move and take one action. The table below is the standard list — the things any character can do without a class feature saying so.
| Action | What it does |
|---|---|
| Attack | Make an attack with a weapon or an Unarmed Strike. |
| Dash | Gain extra movement this turn equal to your Speed. |
| Disengage | Your movement provokes no Opportunity Attacks for the rest of the turn. |
| Dodge | Until your next turn, attacks against you have Disadvantage if you can see the attacker, and your Dexterity saves have Advantage. |
| Help | Give an ally Advantage on their next ability check, or on an ally's next attack against an enemy near you. |
| Hide | Make a Dexterity (Stealth) check to go unseen and unheard. |
| Influence | Urge a creature to do something with a Charisma or Wisdom check, its attitude granting Advantage or Disadvantage. |
| Magic | Cast a spell, or use a magic item or magical feature. |
| Ready | Prepare an action now, to trigger on a condition you name. |
| Search | Make a Wisdom check to find something. |
| Study | Make an Intelligence check to recall or work something out. |
| Utilize | Use a nonmagical object. |
Class features and magic items hand out further options constantly, and beyond those you can simply attempt things the rules do not name — the DM decides whether it is possible and what, if anything, you roll for it. An action that isn't on this table isn't forbidden; it just hasn't been pre-priced.
A Bonus Action is a second, smaller action, and you only have one if some feature has granted it — there is no general list to choose from. A Reaction happens outside your turn, in response to a trigger, and you get one per round.