Combat Actions

A round of combat is 6 seconds in length, so 1 minute of structured time is comprised of 10 rounds.

During a character's turn, they may take an action, move, and take a bonus action. In addition, they have one reaction per round. These are special actions that take place when it is not their turn.

Action Time Required Description
Attack Action Swing a sword, fire a bow, punch a foe, or similar. Some classes gain the Extra Attack feature, which allows them to attack multiple times in a turn, with all of the attacks adding up to one action.
Cast a Spell Varies; Generally Action A spellcasting character will often elect to cast one of their spells on their turn. A majority of spells have a casting time of 1 action, but several can be cast as a bonus action or a reaction instead.
Dash Action Doubles your movement speed for the current turn, including any modifiers.
Disengage Action Allows you to move without provoking opportunity attacks.
Dodge Action Until the start of your next turn, any attacker you can see has Disadvantage when attacking you. In addition, you have Advantage on Dexterity saving throws. You lose this benefit if you are incapacitated, or if your hit points drop to 0.
Help Action Lend aid to an ally, granting them Advantage on the next ability check they make before the start of your next turn. In addition, you can Help an ally by feinting an attack at a creature within 5 feet of you, granting an ally Advantage on an attack they make against that creature, so long as they make the attack before the start of your next turn.
Hide Action Make a Dexterity (Stealth) check, and consult the DM for the relevant DC to successfully hide from creatures involved in the combat.
Ready Action + Reaction Choose a specific trigger, and an action you will take when the specified trigger occurs. If your Ready action is triggered, you can either take your prepared action (as your reaction for that round) or choose to do nothing.
Readied actions are lost at the start of your next turn.
Spellcasters can Ready spells. A Readied spell is considered to be the focus of Concentration for the purpose of maintaining or breaking concentration, and is subject to the same limitation of only one spell being Concentrated upon at a time.
Because you are considered to have cast the spell upon readying it, the appropriate spell slot is consumed whether the trigger occurs, or if you choose to release the spell.
Search Action Devote your attention to searching for an object. The DM may require you to make a Wisdom (Perception) or Intelligence (Investigation) check.
Use an Object Action Some large or complex objects require you to use your action to interact with them. Many interactions can be done as part of your regular movement or action.
Move Move Traverse a distance up to your Speed. You can split up your movement any way you like, including moving before and after an attack, or moving between making multiple attacks with the Extra Attack feature, so long as the total distance moved is not in excess of your speed.
Some obstacles or terrain may require additional effort; for example, Difficult Terrain requires 1 additional foot of movement per foot moved.
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move.
Use a Feature Varies Many class features grant abilities which may be used in combat; most of these take an action, but some (such as a Barbarian's Rage) can be used as a bonus action.
Opportunity Attack Reaction If a creature that you can see within melee range of you moves out of range, you may use your reaction to make a single melee weapon attack against that creature. A creature that takes the Disengage action does not provoke Opportunity Attacks.
Talking Free Action* Short phrases and shouts can be made without using your action or bonus action. However, at the DM's discretion, longer discussions will likely consume an action.

Conditions

There are a variety of conditions that a creature may suffer. The conditions from the PHB are listed below, along with the mechanical effects thereof.

Condition Effects
Blinded
  • A blinded creature can't see, and automatically fails any ability check requiring sight.
  • Attack rolls against the creature have Advantage, and attack rolls made by the creature have Disadvantage.
Charmed
  • A charmed creature can't attack the charmer, and can't target the charmer with harmful abilities or magical effects.
  • The charmer has Advantage on any ability check to interact socially with the creature.
Deafened
  • A deafened creature can't hear, and automatically fails any ability check requiring hearing.
Frightened
  • A frightened creature has Disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.
Grappled
  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • The condition ends if the grappler is Incapacitated (see the condition).
  • The condition also ends if an effect removes the grappled creature from the reach of the grappling effect, such as when a creature is hurled away by the thunderwave spell.
Incapacitated
  • An incapacitated creature can't take actions or reactions.
Invisible
  • An invisible creature is impossible to see without the aid of magic or a special sense.
  • For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have Disadvantage, and the creature's attack rolls have Advantage.
Paralyzed
  • A paralyzed creature is Incapacitated (see the condition) and can't move or speak.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have Advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is Incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have Advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Poisoned
  • A poisoned creature has Disadvantage on attack rolls and ability checks.
Prone
  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has Disadvantage on attack rolls.
  • An attack roll against the creature has Advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has Disadvantage.
Restrained
  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have Advantage, and the creature's attack rolls have Disadvantage.
  • The creature has Disadvantage on Dexterity saving throws.
Stunned
  • A stunned creature is Incapacitated (see the condition), can't move, and can speak only falteringly
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have Advantage.
Unconscious
  • An unconscious creature is Incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
  • The creature drops whatever it's holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have Advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.