Actions

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.

ActionWhat it does
AttackMake an attack with a weapon or an Unarmed Strike.
DashGain extra movement this turn equal to your Speed.
DisengageYour movement provokes no Opportunity Attacks for the rest of the turn.
DodgeUntil your next turn, attacks against you have Disadvantage if you can see the attacker, and your Dexterity saves have Advantage.
HelpGive an ally Advantage on their next ability check, or on an ally's next attack against an enemy near you.
HideMake a Dexterity (Stealth) check to go unseen and unheard.
InfluenceUrge a creature to do something with a Charisma or Wisdom check, its attitude granting Advantage or Disadvantage.
MagicCast a spell, or use a magic item or magical feature.
ReadyPrepare an action now, to trigger on a condition you name.
SearchMake a Wisdom check to find something.
StudyMake an Intelligence check to recall or work something out.
UtilizeUse a nonmagical object.

The table is a floor, not a ceiling

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.

Actions you get on top

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.

Loading...