βš”οΈ Actions in Combat

Action Description
Attack ACTION Make one melee or ranged attack. Some features, like Extra Attack, allow multiple attacks with this action.
Cast a Spell ACTION Cast a spell with a casting time of 1 action. You can't cast another spell during the same turn except for a cantrip with a casting time of 1 action.
Dash ACTION Gain extra movement equal to your speed (after applying modifiers) for the current turn.
Disengage ACTION Your movement doesn't provoke opportunity attacks for the rest of the turn.
Dodge ACTION Until the start of your next turn, attack rolls against you have disadvantage, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or your speed drops to 0.
Help ACTION Aid a friendly creature in completing a task, or distract a foe to give an ally advantage on their next attack roll against it.
Hide ACTION Make a Dexterity (Stealth) check to attempt to hide. Follow the rules for hiding.
Ready ACTION Prepare an action to take as a reaction when a specified trigger occurs. The action you ready must be a single action, not a sequence of actions.
Search ACTION Make a Wisdom (Perception) check or Intelligence (Investigation) check to find something.
Use an Object ACTION Interact with a second object (you get one free object interaction per turn).
Grapple ACTION Special melee attack. Contest your Athletics against target's Athletics or Acrobatics. Success restrains target's movement. One free hand required.
Shove ACTION Special melee attack. Contest your Athletics against target's Athletics or Acrobatics. Success pushes target 5 feet or knocks them prone.

⚑ Bonus Actions

Action Description
Off-hand Attack BONUS When you take the Attack action and attack with a light melee weapon, you can use a bonus action to attack with a different light weapon in your other hand. Don't add ability modifier to damage (unless negative).
Cast a Spell BONUS Cast a spell with a casting time of 1 bonus action. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Class Features BONUS Many class features, racial traits, and spells allow you to take an additional action as a bonus action. Examples:
  • Rogue: Cunning Action (Dash, Disengage, or Hide)
  • Monk: Flurry of Blows, Patient Defense, Step of the Wind
  • Barbarian: Rage
  • Fighter: Second Wind

πŸ›‘οΈ Reactions

Reaction Description
Opportunity Attack REACTION When a hostile creature you can see moves out of your reach, you can use your reaction to make one melee attack against that creature.
Readied Action REACTION Execute the action you prepared with the Ready action when the trigger occurs.
Cast a Spell REACTION Cast a spell with a casting time of 1 reaction, such as Shield or Counterspell.

πŸƒ Movement & Position

Movement Type Description
Normal Movement MOVE You can move up to your speed. You can split this movement before and after your action.
Climbing, Swimming, Crawling MOVE Each foot costs 1 extra foot (2 feet per 1 foot moved) unless you have a climbing or swimming speed.
Standing Up MOVE Costs movement equal to half your speed. Can't stand if you don't have enough movement left.
Difficult Terrain MOVE Each foot costs 1 extra foot (2 feet per 1 foot moved).
Drop Prone FREE You can drop prone without using any of your speed.
Mounted Movement MOVE Control mount: Uses your action and the mount moves on your turn using its speed.
Independent mount: Acts on its own initiative and moves independently.

πŸ’« Conditions

Blinded

  • Can't see, automatically fails ability checks requiring sight
  • Attack rolls against you have advantage
  • Your attack rolls have disadvantage

Charmed

  • Can't attack the charmer or target them with harmful abilities/spells
  • Charmer has advantage on social interaction checks with you

Deafened

  • Can't hear
  • Automatically fails ability checks requiring hearing

Frightened

  • Disadvantage on ability checks and attack rolls while source of fear is in sight
  • Can't willingly move closer to the source of fear

Grappled

  • Speed becomes 0, can't benefit from speed bonuses
  • Ends if grappler is incapacitated
  • Ends if target is removed from grappler's reach

Incapacitated

  • Can't take actions or reactions

Invisible

  • Impossible to see without magic or special senses
  • Heavy obscured for purposes of hiding
  • Attack rolls against you have disadvantage
  • Your attack rolls have advantage

Paralyzed

  • Incapacitated, can't move or speak
  • Automatically fails Strength and Dexterity saves
  • Attack rolls against you have advantage
  • Attacks within 5 feet are critical hits if they hit

Petrified

  • Transformed (with equipment) into solid inanimate substance (usually stone)
  • Weight increases by factor of 10, ceases aging
  • Incapacitated, can't move or speak, unaware of surroundings
  • Attack rolls against you have advantage
  • Automatically fails Strength and Dexterity saves
  • Resistance to all damage
  • Immune to poison and disease (ongoing effects suspended)

Poisoned

  • Disadvantage on attack rolls and ability checks

Prone

  • Can only crawl or stand up (costs half movement)
  • Disadvantage on attack rolls
  • Attack rolls within 5 feet have advantage
  • Attack rolls beyond 5 feet have disadvantage

Restrained

  • Speed becomes 0, can't benefit from speed bonuses
  • Attack rolls against you have advantage
  • Your attack rolls have disadvantage
  • Disadvantage on Dexterity saving throws

Stunned

  • Incapacitated, can't move, can speak falteringly
  • Automatically fails Strength and Dexterity saves
  • Attack rolls against you have advantage

Unconscious

  • Incapacitated, can't move or speak, unaware of surroundings
  • Drops whatever it's holding and falls prone
  • Automatically fails Strength and Dexterity saves
  • Attack rolls against you have advantage
  • Attacks within 5 feet are critical hits if they hit

🏰 Cover

Cover Type Bonus Description
Half Cover +2 AC & DEX Target is behind cover that covers at least half of its body.
Three-Quarters Cover +5 AC & DEX Target is behind cover that covers at least three-quarters of its body.
Total Cover Can't Target Target is completely concealed by cover. Can't be targeted directly by an attack or spell.

πŸ‘οΈ Visibility

Obscurement Effect Examples
Lightly Obscured Disadvantage on Wisdom (Perception) checks that rely on sight. Dim light, patchy fog, moderate foliage
Heavily Obscured Blocks vision entirely. Creatures are effectively blinded. Darkness, opaque fog, dense foliage