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Basic actions

PHB 2024 quick reference, paraphrased from the supplied handbook: Actions (PDF page 14) and the Rules Glossary.

On your turn, you normally have movement and one action. A feature must grant a Bonus Action option; you can take at most one Bonus Action per turn. After a Reaction, you cannot take another until your next turn starts. Extra actions and alternative timing require a rule that grants them. You can propose other actions to your DM.

Attack

Make a weapon attack or an Unarmed Strike.

Use the Attack action for weapon attacks or an Unarmed Strike. Extra Attack and similar features specify how many attacks you can make. An Unarmed Strike can deal damage, grapple, or shove; check its conditions and your class features.

Source: supplied PHB 2024, PDF page 14.

Dash

Gain extra movement equal to your current Speed this turn.

Dash adds movement equal to your Speed for the current turn. Changes to your Speed affect this extra movement too. For example, a Speed of 30 feet normally allows 60 feet of movement when you Dash once.

Source: supplied PHB 2024, PDF page 14.

Disengage

Your movement avoids Opportunity Attacks for the rest of this turn.

After taking Disengage, your movement does not provoke Opportunity Attacks for the rest of the current turn.

Source: supplied PHB 2024, PDF page 365.

Dodge

Defend against visible attackers and gain Advantage on Dexterity saves.

Until your next turn starts, attacks against you have Disadvantage when you can see the attacker, and your Dexterity saving throws have Advantage. These benefits end if you become Incapacitated or your Speed becomes 0.

Source: supplied PHB 2024, PDF page 365.

Help

Assist an ally with an ability check or an attack.

For an ability check, choose a skill or tool you are proficient with and an ally you can plausibly assist. Their next check with that skill or tool has Advantage before your next turn starts; the DM decides whether the help is possible. For an attack, distract an enemy within 5 feet of you: an ally's next attack against it has Advantage before your next turn starts.

Source: supplied PHB 2024, PDF page 367.

Hide

Use Dexterity (Stealth) to conceal yourself.

You need to be out of enemy sight and either Heavily Obscured or behind Three-Quarters or Total Cover. Succeed on a DC 15 Dexterity (Stealth) check to gain the Invisible condition; the roll becomes the Perception DC to find you. The condition ends if you attack, cast a spell with a Verbal component, make a sound louder than a whisper, or an enemy finds you.

Source: supplied PHB 2024, PDF page 367.

Influence

Try to change a creature's attitude or persuade it.

Use an appropriate Charisma check with Deception, Intimidation, Performance, or Persuasion, or Wisdom (Animal Handling). The creature's attitude, the request, and the DM's ruling determine what is possible.

Source: supplied PHB 2024, PDF page 14.

Magic

Cast a spell or use a magical item or feature.

Take Magic when the spell, magic item, or magical feature calls for that action. Follow its specified casting or activation time: a Bonus Action or Reaction option still uses that timing rather than automatically becoming an action.

Source: supplied PHB 2024, PDF page 14.

Ready

Prepare an action or movement for a perceivable trigger.

Choose a trigger and an action, or movement up to your Speed. Before your next turn starts, you may spend your Reaction immediately after that trigger finishes, or ignore it. Readying a spell requires an action casting time: you cast it and spend its resources now, then hold it with Concentration until release or the start of your next turn. Broken Concentration loses the held spell.

Source: supplied PHB 2024, PDF page 371.

Use Wisdom to notice something that is not obvious.

Choose the appropriate Wisdom skill: Insight for a state of mind, Medicine for an ailment or cause of death, Perception for concealed creatures or objects, or Survival for tracks or food.

Source: supplied PHB 2024, PDF page 372.

Study

Use Intelligence to examine information or recall knowledge.

Make an appropriate Intelligence check using Arcana, History, Investigation, Nature, or Religion, depending on the question and the DM's ruling.

Source: supplied PHB 2024, PDF page 14.

Utilize

Use a nonmagical object that requires an action.

Many simple object interactions happen during another activity. When a nonmagical object's use requires an action, take Utilize and follow the object's rules. Magic item activation uses its own instructions, often the Magic action.

Source: supplied PHB 2024, PDF page 376.