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D&D Combat Actions Guide

Actions in combat allow characters to perform a variety of tasks on their turn such as attacking, casting spells, dashing, dodging, or helping allies. Bonus actions are special class abilities that augment other actions. Reactions allow characters to respond to triggers outside of their turn. Movement allows traversing the battlefield and special movement like jumping. Free actions are instantaneous tasks that don't interfere with other actions.

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0% found this document useful (0 votes)
510 views3 pages

D&D Combat Actions Guide

Actions in combat allow characters to perform a variety of tasks on their turn such as attacking, casting spells, dashing, dodging, or helping allies. Bonus actions are special class abilities that augment other actions. Reactions allow characters to respond to triggers outside of their turn. Movement allows traversing the battlefield and special movement like jumping. Free actions are instantaneous tasks that don't interfere with other actions.

Uploaded by

André Solha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Action

Actions allow for a variety of tasks that can be performed during your turn.

Attack Attacks an enemy using a weapon.

Grapple / Stops your target from moving unless he or she breaks out of your grasp.
Break Grapple Alternatively, you can use an action to break out of a grapple.

Shove Forcefully move another creature (max of one size larger) 5ft away from you OR
knock the target prone.

Cast Spell Cast a spell or read a spell scroll.

Dash Dash allows you to move again equivalent to your movement speed.

Dodge Makes you harder to hit (disadvantage to attack rolls against you and advantage to
dex saving throws you make) until the start of your next turn.

Disengage Allows you to move without incurring an attack of opportunity from any hostile
until the start of your next turn.

Distract Make a hostile creature have a hard time hitting with his next attack.

Help Assist an ally next to you with his or her next attack or skill check.

Hide You can attempt to hide from your enemies if you are out of their line of sight.

Other Other tasks such as class-specific features that take an action, searching
(Perception), active negotiations mid-combat, or equipping/removing your shield.

Second A second interaction with an object, item, or weapon can be made using an action
Interaction if the interaction has already been spent.

Ready Prepare any of the above that will trigger based on set conditions. Note that
triggering the action uses a reaction.
Interaction

Interactions are quick activities you can do with your hands. An interaction requires a free hand.

Minor Interact with an object that does not involve a lot of complexity (ex: taking a
Interaction potion, pulling a lever, or opening a door).

Stow / Retrieve Store or retrieve one item from your pack (such as a potion).

Draw / Sheathe Draw or sheathe one weapon that is on your person.

Pick Up Pick up one item or weapon off the ground.

Bonus Action

Bonus actions are special class-specific actions that can be performed as well as other actions that
your DM might allow.

Off-hand Attack Make another attack with a weapon in your other hand after making an attack
action.

Class-Specific Class specific actions that have special effects.

Reaction

Reactions are out-of-turn actions that are done before the start of your next turn as reactionary tasks.
Certain class-specific features or spells also use a reaction.

Attack of When a creature moves away from you without using the disengage action.
Opportunity

Trigger a Readied When you wish to perform the readied action.


Action

Class-Specific Use a reaction to do a class-specific feature or a spell that has a reaction


Feature / Spell casting time.

Other Reactionary Depending on the DM, you may be allowed to use your reaction to make
Tasks certain skill checks. Ex: You may use your reaction to catch an ally from falling
off the cliff.
Move

Movement allows you to traverse the battlefield or allow for other movement-related activities.

Move Traverse the field as far as your movement speed. Your movement speed can
be broken up between other types of actions. A creature grappled by you
moves with you.

Drop Prone Drop to a prone position without using any movement speed.

Stand Use half your movement to get back on your feet.

Double Movement Movement cost is doubled for the following: moving with a grappled creature,
Cost moving through difficult terrain, swimming, crawling, and climbing.

Mount / Dismount Use half your movement speed to get on or off of a mount that is next to you.

High Jump Leap upwards a number of feet equal to 3 + strength modifier after moving at
least 10ft, or half that height if jumping from a stationary position; your reach is
equivalent to your jump height + half your own height.

Long Jump Leap forward a number of feet equal to your strength score after moving at
least 10ft, or half that distance if jumping from a stationary position.

Free Action

Free actions are tasks that are instantaneous and allows you to do other activities.

Drop Drop an item or weapon in your hand.

Talk Talking to other party members or talking to enemies without actively


negotiating (DM-dependent).

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