5e SRD 5.2.1 · 5.2.1
Actions
Playing the Game > Actions
When you do something other than moving or communicating, you typically take an action. The Action table lists the game’s main actions, which are defined in more detail in “Rules Glossary.” Actions Action Summary AttackAttack with a weapon or an Unarmed Strike. DashFor the rest of the turn, give yourself extra movement equal to your Speed. Skills SkillAbilityExample Uses AcrobaticsDexterityStay on your feet in a tricky situation, or perform an acrobatic stunt. Animal HandlingWisdomCalm or train an animal, or get an animal to behave in a certain way. ArcanaIntelligenceRecall lore about spells, magic items, and the planes of existence. AthleticsStrengthJump farther than normal, stay afloat in rough water, or break something. DeceptionCharismaTell a convincing lie, or wear a disguise convincingly. HistoryIntelligenceRecall lore about historical events, people, nations, and cultures. InsightWisdomDiscern a person’s mood and intentions. IntimidationCharismaAwe or threaten someone into doing what you want. InvestigationIntelligenceFind obscure information in books, or deduce how something works. MedicineWisdomDiagnose an illness, or determine what killed the recently slain. NatureIntelligenceRecall lore about terrain, plants, animals, and weather. PerceptionWisdomUsing a combination of senses, notice something that’s easy to miss. PerformanceCharismaAct, tell a story, perform music, or dance. PersuasionCharismaHonestly and graciously convince someone of something. ReligionIntelligenceRecall lore about gods, religious rituals, and holy symbols. Sleight of HandDexterityPick a pocket, conceal a handheld object, or perform legerdemain. StealthDexterityEscape notice by moving quietly and hiding behind things. SurvivalWisdomFollow tracks, forage, find a trail, or avoid natural hazards.
Action Summary DisengageYour movement doesn’t provoke Opportunity Attacks for the rest of the turn. DodgeUntil the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0. HelpHelp another creature’s ability check or attack roll, or administer first aid. HideMake a Dexterity (Stealth) check. InfluenceMake a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude. MagicCast a spell, use a magic item, or use a magical feature. ReadyPrepare to take an action in response to a trigger you define. SearchMake a Wisdom (Insight, Medicine, Perception, or Survival) check. StudyMake an Intelligence (Arcana, History, Investigation, Nature, or Religion) check. UtilizeUse a nonmagical object. Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, the Game Master tells you whether that action is possible and what kind of D20 Test you need to make, if any.