Actions In Combat
On your turn, you combine movement with the actions your build allows. Most turns revolve around one action, possible bonus action use, movement, a limited object interaction, and whatever reactions you still have available before your next turn begins.
| Resource | What it covers |
|---|---|
| Action | Attack, Dash, Disengage, Dodge, Help, Hide, Influence, Magic, Ready, Search, Study, Use an Object, and many feature-driven actions. |
| Bonus Action | Only available when a class feature, feat, spell, or other rule explicitly grants one. |
| Movement | Can be split before and after actions unless a rule says otherwise. |
| Reaction | A triggered response taken outside your turn, such as an opportunity attack. |
| Object Interaction | A small practical interaction like opening a door or drawing a weapon, usually folded into the turn. |
Attack
Make one or more attacks depending on features such as Extra Attack, weapon properties, or class abilities.
Magic
Cast a spell or activate another rules-defined magical effect that uses your action.
Dash / Disengage / Dodge
These actions trade offense for position, safety, or survival. They matter more than they first appear.
Help / Hide / Ready
Not every strong turn is damage. Setup, denial, and timing often decide who controls the round.
Move with intention. Position before attacking if it improves line of sight, cover, or reach. Move after attacking if preserving distance matters more than standing still.
Protect your reaction. If you expect an opportunity attack, defensive feature, or spell trigger to matter, do not spend your reaction thoughtlessly.
Ready is a timing trade. Ready gives you precision but costs your action now. Use it when acting at the right moment matters more than acting immediately.
Object interactions are minor, not freeform. Practical handling is built into the turn, but complex manipulation still costs real action economy.