On each of your turns, you have 3 action points (AP) to spend on actions.
Unless otherise stated, you can't use the same action more than once per turn;
you must complete an action before taking another; and you can't use actions
outside of your turn (including free actions). An action you can use multiple
times per turn is called repeatable and an action you can break up across your
turn is called nonatomic.
Free Action (0 AP). Free actions take negligible time or effort to peform. Interacting with an object is an example of a free action.
Minor Action (1 AP). Minor actions are quick to perform and often involve setting up or sustaining an effect. Almost all of what were prevously called "bonus actions" are minor actions.
Standard Action (2 AP). Standard actions make up the bulk of a turn. Almost all of what were prevously called "actions" are standard actions. The Dash and Attack actions are examples of repeatable standard actions.
Major Action (3 AP). Major actions are particularly intensive, using up the entirety of a typical turn. They are rare. Certain powerful spells, such as fireball, could be major actions.
No Action. Some trivial or automatic effects do not count as actions at all, and can be performed at any time. Willingly ending concentration or letting go of something fall into this category.
The
ready action costs a number of AP equal to the action you are
readying. Like most actions, you can't use the Ready action twice on the same turn.
A character can take up to 1 reaction per round, which it may take at any time,
provided the reaction's conditions have been met. If the creature is granted
additional reactions, such as through the monk's Extra Reaction feature, it may
only take 1 reaction per turn. A creature's available reactions are reset at
start of its turn.
Certain features may be described as using a "free reaction". Using a free
reaction does use up a creature's reaction on the turn that it is taken, but
does not use up its reaction for the round. For example, if a magus uses their
Arcane Shield free reaction, they could still make an attack of opportunity on
a subsequent turn. Unless otherwise stated, a specific free reaction may not be
taken again until the start of the creature's next turn.
Effects may change the number of AP you get on your turns. For example, the
haste spell could grant an additional AP, slow could reduce AP, and a
fighter's Action Surge could give 2 additional 2 AP on the turn it is used.
You normally interact with an object using the
item interaction. When an object requires your action for its use, you take the Activate Object action.
When you take the Attack action, you may make a weapon attack using your
mainhand weapon against a target that is within your reach if it's a
melee weapon, or range if it's a ranged weapon.
When a creature willingly uses its
movement to leave your weapon's Reach, you may make one weapon attack against the creature as a Reaction.
When you take the Charge action, you may increase your movement by your
current speed and then
walk,
swim (if you have a swim speed),
or
fly (if you have a fly speed) in a straight line. You may then
make a melee weapon attack. Finally, you are
slowed until the end
of your next turn as you recover from the burst of strength.
When you take the Dash action, your movement speed is doubled until the
start of your next turn.
If you take the Disengage action, your movement doesn't provoke attacks
of opportunity for the rest of your turn.
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if your speed drops to 0.
When you take the Frighten action, you may attempt to scare a specific
creature within 60 feet of you. Make a Charisma (Intimidation) check,
which becomes your Frighten DC. The target creature must make a Wisdom
saving throw against your Frighten DC or be
frightened of you until the
end of your next turn.
A creature is unaffected by this action if it can neither see nor hear
you.
With a cursory check at a creature's vitals, you perform one of the following actions:
Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target is stabilized.
Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled + its Constitution score.
The Hide action allows you to attempt to become
hidden from one or
more creatures. Make a Dexterity (Stealth) check. If you are heavily
obscured or behind at least three-quarters
cover relative to a
creature, and your check equals or exceeds its passive Perception score,
you become hidden from it. The result of the check also becomes your
Hide DC, as described in the condition.
Cost: 1 reaction, which you take when you see or hear a creature within 60 feet of you casting a spell
When you notice a creature casting a spell, you can attempt to identify
it before the spell is cast. Make an Arcana check. The DC equals 15 + the
spell's level, and you have advantage on the check if the spell is cast
as a class spell and you're a member of that class. On a success, you
learn which spell is about to be cast.
When you take the Item Interaction action, you interact with one object or feature of the environment in a trivial way. For example, you could open a door or pick up a dropped weapon. If you need to interact with more than one object on a turn, subsequent interactions require the Activate Object action.
Cost: variable (repeatable)
When you take the Magic action, you cast a spell that has a casting time
of an action, or you use a feature or a magic item that requires a Magic
action to be activated. This use of the Magic action costs a number of
AP determined by the spell or magic item.
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. This use of the
Magic action costs 2 AP. If your concentration is broken, the
spell fails, but you don't expend a spell slot.
This action is repeatable, but you can only use it to cast one
non-cantrip spell per turn.
When you take the Move action, you may spend some amount of your turn's
movement to move up to that distance using any movement mode available to
you.
You have a pool of movement speed which is restored to your character's
movement speed at the start of each of your turns. If an effect would
increase your movement speed during a turn, your remaining movement for
the turn is increased by the difference.
If you are wielding a light weapon in both your mainhand and your
offhand, then you may use a minor action to make one weapon attack with
the weapon in your offhand. You do not add your ability modifier to the
damage of this attack.
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger. The Ready action costs the same number of AP as the action you ready. Examples of readying an action include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin 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. Remember that you can take only one reaction per round.
When you ready the
magic action to cast a spell, you cast it as normal 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 onto the spell's magic requires
concentration unless it is a cantrip. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
When you take the Search Action, you make a Wisdom Check to discern
something that isn't obvious. The Search table suggests which Skills are
applicable when you take this Action, depending on what you're trying to
detect.
Search
|
Insight | Creature's state of mind |
Medicine | Creature's ailment |
Perception | Conceiled creature or object |
Survival | Tracks or food |
When you take the Study action, you make an Intelligence check to study
your memory, a book, a creature, a clue, an object, or another source of
knowledge and call to mind an important piece of information about it.
The Areas of Knowledge table suggests which Skills are applicable when
you take this Action, depending on the area of knowledge the Intelligence
check is about.
Areas of Study
|
Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) |
History | Historic events and people, ancient civilizations, wars, and certain creatures (Giants and Humanoids) |
Investigation | Traps, ciphers, riddles, and gadgetry |
Nature | Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) |
Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead) |
When you take the Taunt action, you may attempt to goad a specific
creature within 60 feet of you into attacking you. Make a Charisma
(Deception, Performance, or Persuasion) check, which becomes your Taunt
DC. The target creature must make a Wisdom saving throw against your
Taunt DC or be
taunted by you until the end of your next turn.
A creature is unaffected by this action if it can neither see nor hear
you.
An Unarmed Strike is a melee weapon attack that involves you using a
Natural Weapon to damage, grapple, shove, or trip a target within your
Reach.
Damage. The target takes damage from your Natural Weapon as normal. foo
Grapple. The target is
grappled, and the grapple's escape DC equals 8 + your Strength + your Proficiency Bonus. This grapple is possible only if the target is no more than one Size larger than you and if you have a hand free to grab the target.
Shove. You push the target 5 feet away from you. This shove is possible only if the target is no more than one Size larger than you.
Trip. You knock the target
prone. This trip is possible only if the target is no more than one Size larger than you.