Home/Rules/Core Mechanics/Actions in Combat

Actions in Combat

On your turn, you can take one action, one bonus action (if available), move, and interact with one object. Understanding your action options is key to tactical combat.

What You Can Do On Your Turn

Every Turn You Get:

  • One Action - Attack, Cast a Spell, Dash, etc.
  • Movement - Up to your speed (usually 30 feet)
  • One Free Object Interaction - Draw a weapon, open a door
  • One Bonus Action - Only if you have a feature that grants one
  • Talking - Brief utterances (free)

Outside Your Turn:

You can split your movement before and after your action.

Standard Actions

Attack: Make one weapon attack (or more with Extra Attack)

Cast a Spell: Cast a spell with a casting time of 1 action

Dash: Gain extra movement equal to your speed

Disengage: Your movement doesn't provoke opportunity attacks

Dodge: Attacks against you have disadvantage, you have advantage on Dex saves

Help: Give an ally advantage on their next check or attack

Hide: Make a Stealth check to become hidden

Ready: Prepare an action to trigger later (uses your reaction)

Search: Make a Perception or Investigation check

Use an Object: Interact with something requiring an action

Bonus Actions

You only get a bonus action if something grants it:

  • Two-weapon fighting (attack with off-hand)
  • Rogue Cunning Action (Dash, Disengage, or Hide)
  • Monk Martial Arts/Ki features
  • Spells with "1 bonus action" casting time
  • Class features that specify bonus action

Important Rules:

  • Only ONE bonus action per turn
  • Can't substitute action for bonus action or vice versa
  • If you cast a bonus action spell, you can only cast cantrips as your action

Reactions

One reaction per round (resets at start of your turn):

You can take a reaction on your own turn (like opportunity attack against someone fleeing from you).

Common Mistakes

Common Mistake
Thinking everyone gets a bonus action every turn
Common Mistake
Substituting actions for bonus actions
Common Mistake
Forgetting the bonus action spell rule for casting
Common Mistake
Not using the Dodge action when appropriate
Common Mistake
Forgetting you can Ready an action

DM Tips

DM Tip
Remind players they can Dodge, Help, or Ready
DM Tip
Disengage is underutilized but very useful
DM Tip
Cunning Action makes Rogues extremely mobile
DM Tip
Ready action can enable creative tactics