Actions

When you do something other than moving or communicating, you typically take an action. Actions are most closely tracked during an encounter (see Encounters later in this chapter), but should be referenced any time you're trying to determine how much you can accomplish in a brief span.   In a single 6-second window of time (1 round during an encounter), you can take one action, one minor action, one interaction, and one reaction.   The Action table lists the game’s most basic actions, which are defined in more detail in the Rules Glossary.

Actions

ActionDescription
AttackAttack with a weapon or an Unarmed Strike.
DashFor the rest of the turn, give yourself extra movement equal to your Speed.
StepYou carefully move up to 10 feet. This movement doesn't provoke Opportunity Attacks.
DodgeUntil the start of your next turn, attack rolls against you have Disadvantage, and you make Reflex saves with Advantage.
HelpHelp another creature's ability check or attack roll.
MagicCast a spell, use a magic item, or use a magical feature.
ReadyPrepare to take an action in response to a trigger you define.
UtilizeUse a non-magical object.
A number of additional actions options can be found in NPC Stat Blocks, Protagonist's Class Features, uses for Skills, and other abilities. Unless an effect specifically states it can be taken using a minor action, interaction or reaction, assume that it takes an action to perform.

Minor Actions

Minor actions are shorter, quicker actions that you can take on your turn, these are typically less physically and mentally taxing than an action. The Minor Actions table describes some basic minor actions you can take.

Minor Actions

Minor ActionDescription
ConsumeDrink a potion.
MountYou mount a willing creature that is within 5 feet of you or dismount.
JumpYour take a short horizontal or vertical jump (for a longer jump, see the Leap action).
Spells, class features, and other abilities greatly expand the otherwise simple options available for your minor action, and some even allow you to create effects similar to an action. The Cunning Action feature, for example, allows a rogue to take a minor action and specifies that they can Dash, Disengage, or Hide (all of which are options that would normally be an action). Effects will specifically state whether they can be used as a minor action.

Reaction

A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. When you take a Reaction, you can’t take another one until the start of your next turn. The Reactions table lists the game's main reactions and their triggers (some of which are intentionally broad), but much like a minor action, certain special abilities and spells can be taken as a Reaction as well.

Reactions

ReactionTriggerSummary
GiveAnother creature comes within 5 feet of you or starts their turn there.You hand the triggering creature an item of your choice that is in your possession and weighs no more than your Strength Score in pounds.
Identify Magical Effect You see a spell being cast, or a magical effect.You make a Intelligence (Esoteric) check to identify the spell or magical effect.
Opportunity AttackA hostile creature leaves your reach.You make a single melee attack with a weapon or an unarmed strike against the triggering creature.
  You can also use your Reaction to communicate something during an encounter (explained later in this chapter), even when it's not your turn. Doing so requires no specific trigger, and you can speak up to 15 words when you use your Reaction in this way.

Interaction

An interaction is an exceedingly limited action that include a gesture, or flourish, allowing you to manipulate an object or the environment. Interactions require minimal mental or physical effort, and typically don’t require a check. Some examples of interactions include:  
  • Drawing or sheathing a weapon.
  • Swapping a held item for another on your person.
  • Picking up an unattended item.
  • Taking a bite or food or a sip of a drink.
  • Turning a key in a lock.
  • Handing an item directly to another character.
  • Removing a ring from your finger.
  • Planting a banner into the ground.
 

Activities

An activity represents a task that requires you to continuously use your action every turn over a duration of time. Some activities can take minutes, hours, or even days. Most things that characters do outside of an encounter are activities.

Cumulative Activities

An activity that requires continuous use of an action must be completed by using those actions in succession, uninterrupted.   An activity that requires cumulative use of an action means you can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own.

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