On your turn, you can move a distance up to your speed.
Climbing, swimming, and crawling
While climbing, crawling, or swimming, each meter of movement costs 1 extra meter (2 extra meters in difficult terrain), unless a creature has a climbing or swimming speed.
You can drop prone without using any of your speed.
Standing up costs an amount of movement equal to half your speed.
Move a grappled creature
While moving a grappled creature your speed is halved, unless the creature is two or more sizes smaller than you.
You move at half speed in difficult terrain.
When you use an action on your turn, you can use one of the actions presented here.
- Attack. Make melee or ranged attack(s).
- Cast a spell. Cast time of one or two actions
- Create a concoction.
- Use a maneuver.
- Dash.You can extra movement equal to your speed
- Delay. You delay your turn and then act normally on whatever initiative count you decide to act.
- Disengage. Your movement doesn’t provoke opportunity attacks for the rest of the turn.
- Dodge. Until the start of your next turn, the first attack roll made against you has disadvantage if you can see the attacker or you make the first Reflex saving throw with advantage.
- Dodge (two actions). Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Reflex saving throws with advantage.
- Drink a potion.
- Equip (two actions) or unequip (an action) a shield.
- Use a feature. Use a feature.
- Help. The creature you aid gains advantage on the next ability check or attack.
- Improvise. Any action not on this list.
- Ready. You can act using your reaction before the start of your next turn.
- Use a [skill](/rules/skills). You can try to calm an animal, avoid being noticed, search, shove, grapple, overrun, or many other options.
- Use an object. To interact with more than one object on your turn.
- Extinguish flames. A burning creature can use an action to extinguish the flames. See the Burning condition.
Interact with objects (1/turn)
Here are a few examples of the sorts of thing you can do in tandem with your movement and actions:
- draw or sheathe a sword or two light weapons
- open or close a door
- withdraw a potion from your backpack
- pick up a dropped axe
- take a bauble from a table
- remove a ring from your finger
- stuff some food into your mouth
- plant a banner in the ground
- fish a few coins from your belt pouch
- drink all the ale in a flagon
- throw a lever or a switch
- pull a torch from a sconce
- take a book from a shelf you can reach
- extinguish a small flame
- don a mask
- pull the hood of your cloak up and over your head
- put your ear to a door
- kick a small stone
- turn a key in a lock
- tap the floor with a 2-meter pole
- hand an item to another character
Certain special abilities, spells, and situations allow you to use a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s.
- Cast a spell. Cast time of 1 reaction
- Feature. Use a feature.
- Opportunity attack. You can use your reaction to make one melee attack against a hostile creature that you can see when it moves out of your reach.
- Readied action. In response to a trigger, as part of the Ready action.
- Use a maneuver. Use time of 1 reaction