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 |
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 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 |
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. |
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 |
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Charmed |
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Deafened |
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Frightened |
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Grappled |
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Incapacitated |
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Invisible |
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Paralyzed |
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Petrified |
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Poisoned |
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Prone |
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Restrained |
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Stunned |
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Unconscious |
|