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Actions

When you do something other than moving or communicating, you typically take an action. The Action table lists the game's main actions, which are defined in more detail in the List of Actions.

Actions Table

Action Summary
Attack Attack with a weapon or an Unarmed Strike.
Dash For the rest of the turn, give yourself extra movement equal to your Speed.
Disengage Your movement doesn't provoke Opportunity Attack for the rest of the turn.
Dodge Δ Until the start of your next turn, attack rolls against you have Disadvantage, and you make Constitution saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0.
Help Δ Help another creature's ability check or attack roll, or make a Medicine (DEX) check to administer first aid.
Hide Make a Stealth (DEX) check.
Influence Δ Alter an entity's attitude by making an Animal Handling, Deception, or Persuasion (CHA), or a Performance (DEX or CHA), or an Intimidation (STR or CHA) check.
Magic Cast a spell, use a magic item, or use a magical feature.
Ready Prepare to take an action as a Reaction in response to a trigger you define.
Search Δ Make an Insight (CHA), Medicine (INT), Perception or Survival (DEX) check.
Study Make an Arcana, History, Investigation, Nature or Religion (INT) check.
Utilize Use a nonmagical object.

Entities can also do things not covered by these actions. Talents and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, the Game Master tells you whether that action is possible and what kind of D20 Test you need to make, if any.

One Thing at a Time

The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principle is most important in Combat.

Actions can come up in other situations, too: in a social interaction, you can try to Influence a creature or use the Search action to read the creature's body language, but you can't do both at the same time. And when you're exploring a dungeon, you can't simultaneously use the Search action to look for traps and use the Help action to aid another character who's trying to open a stuck door (with the Utilize action).

Bonus Actions

Various talents, spells, and other abilities let you take an additional action on your turn called a Bonus Action. The Cunning Action talent, for example, allows an entity to take a Bonus Action. You can take a Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You otherwise don't have a Bonus Action to take.

You can take only one Bonus Action on your turn, so you must choose which Bonus Action to use if you have more than one available.

You choose when to take a Bonus Action during your turn unless the Bonus Action's timing is specified. Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action.

Reactions

Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The Opportunity Attack, described in Combat, is the most common type of Reaction.

When you take a Reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the Reaction.

In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction's description says otherwise.

List of Actions

On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features.

Attack

When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike.

Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.

Moving between Attacks. If you move on your turn and have a Talent or feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.

If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it.

Disengage

If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn.

Dodge Δ

If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Constitution saving throws with Advantage.

You lose these benefits if you have the Incapacitated condition or if your Speed is 0.

Help Δ

When you take the Help action, you do one of the following.

Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The GM has final say on whether your assistance is possible.

Assist an Attack Roll. You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.

Stabilize Δ. You attempt to stabilize an entity with 0 Hit Points within 5 feet of you, which requires a successful DC 10 Medicine (DEX) check.
A Critical Success on the Medicine check heals the entity by 1 Hit Point.

Hide

With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Stealth (DEX) check while you're Heavily Obscured, behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see an entity, you can discern whether it can see you.

On a successful check, you have the Invisible condition while hidden. Make note of your check's total, which is the DC for an entity to find you with a Perception (DEX) check.

You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.

Influence Δ

With the Influence action, you urge an entity to do something. Describe or roleplay how you're communicating with the entity. Are you trying to deceive, intimidate, amuse, or gently persuade? The GM then determines whether the entity feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.

Willing. If your urging aligns with the entity's desires, no ability check is necessary; the entity fulfills your request in a way they prefers.

Unwilling. If your urging is repugnant to the entity or counter to their alignment, no ability check is necessary; they don't comply.

Hesitant. If you urge the entity to do something that they are hesitant to do, you must make an ability check, which is affected by the entity's attitude: Indifferent, Friendly (Advantage), or Hostile (Disadvantage). The Influence Checks table suggests which ability check to make based on how you're interacting with the entity. The GM chooses the check, which has a default DC equal to 10 + the entity's Wisdom modifier. On a successful check, the entity does as urged. On a failed check, the entity becomes unwilling, their attitude may change, and you must wait 24 hours (or a duration set by the GM) before urging it in the same way again.

Influence Checks

Skill Check Interaction
Deception (CHA) Deceiving an entity that understands you.
Intimidation (STR or CHA) Intimidating an entity.
Performance (DEX or CHA) Amusing an entity.
Persuasion (CHA) Persuading an entity that understands you.
Animal Handling (CHA) Gently coaxing a Beast or Monstrosity.
Magic

When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.

If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don't expend a spell slot.

Ready Θ

You take the Ready action to wait for a particular circumstance before you act. To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it", and "If the zombie steps next to me, I move away".

When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.

When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.

When you take the Search action, you make a skill check to discern something that isn't obvious. The following table suggests which skills are applicable when you take this action, depending on what you're trying to detect.

Skill Check Thing to Detect
Insight (CHA) Entity's state of mind.
Medicine (INT) Entity's ailment or cause of death.
Perception (DEX) Concealed entity or object.
Survival (DEX) Tracks or food.
Study

When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.

The following table suggests which skills are applicable to various areas of knowledge.

Skill Check Area of Knowledge
Arcana (INT) Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain entities (Aberrations, Constructs, Elementals, Fey, and Monstrosities).
History (INT) Historic events and people, ancient civilizations, wars, and certain entities (Giants and Humanoids).
Investigation (INT) Traps, ciphers, riddles, and gadgetry.
Nature (INT) Terrain, flora, weather, and certain entities (Beasts, Dragons, Oozes, and Plants).
Religion (INT) Deities, religious hierarchies and rites, holy symbols, cults, and certain entities (Celestials, Fiends, and Undead).
Utilize Δ

You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action. Depending on the narrative context, the GM may allow Utilize as a Bonus Action.

Using a Potion. Potions are consumable items. Drinking a potion or administering it to another entity within 5 feet (1.5 m) requires either an Action or Bonus Action, unless otherwise noted in the specific potion description.