When it comes to DnD 5e action types, you should know that there are two main segments. Actions outside combat and actions that relate to combat.
The first ones are virtually limitless and while roaming around the world of DnD you can do whatever you want as long as it makes sense with your character (for example you can’t fly if you don’t have any kind of ability or a tool that will allow you to).
On the other hand, types of actions in combat are narrowed down and are much easier to grasp.
What are the Types of Action in DnD 5e?
In combat, an action is a major thing you do throughout your turn. On their own turn, each character can perform an action and everybody usually only gets one action per turn. However, there are several elements that might enhance your character to do more.
Before you even wish to complete a certain action you should be aware of the actions provided to your character. Every player character has access to a pre-written list of actions.
They can also improvise acts, but in the end, each class has its own set of action options. So, make sure you understand what your character can do with their action before you start playing.
- Attack: Launch an attack against a specific target.
- Cast a Spell: Cast a cantrip or a spell.
- Dash: This turn, double your movement speed.
- Disengage: Prevent opportunity assaults this turn.
- Dodge: Give others a disadvantage when attacking you this turn.
- Help: Give an ally an edge on their next ability check before beginning your next turn
- Hide: Make a Dexterity (Stealth) check to break the target’s line of sight.
- Ready: Hold an action to use as a reaction before your next turn begins
- Search: Find something from the battlefield by searching.
- Use of an object: Play with a nearby object, such as a switch or a button.
When it is your turn, you declare what action you want to take. If the action needs a roll, your Dungeon Master (DM) will ask you to roll a 20-sided die (d20). The sum is then calculated by adding any modifiers to the roll. Finally, you decide on the outcome of your action.
Keep in mind that you only get one action per turn. So, keep an eye on what’s going on on other people’s turns and plan ahead of time.
Bonus action and reactions
Before going into each action specifically, I would like to cover bonus action and reaction. You should know that in combat your character can do four main things:
- Move
- Action
- Bonus action
- Reaction
Move and Action can be called usual, while Bonus Action and Reaction are special types of character activity.
Bonus action
Bonus action is an element that only some class features, spells, or other abilities allow for. Basically, it is a little extra activity that your character can do in addition to moving and taking an action.
For example, I am currently playing as a barbarian and I can get a bonus action called Barbarian rage that upgrades certain facilities. Such abilities will specify that they can be done during a bonus action.
Reaction
Reaction is best explained as a response to certain triggers. For example, some classes can catch and deflect ranged weapons thrown at them (arrows, spears, stones, etc.).
When your character has this kind of ability, it will be triggered on the enemy’s turn, when they shoot at you. Not on your turn.
Another reaction is an opportunity attack. In some situations when you try to move out of a monster’s range or vice versa, an opportunity attack can be triggered as a reaction.
In the end, remember that both bonus action and reaction can be used in whichever order you like with other combat elements and that you can use only one of each on your turn.
DnD 5e Action Types
Attack
Attack is one of the basic and most common DnD action types and it’s there to do exactly what it says – strike someone or something. Regardless of your type of weapon (sword, bow, two-handed axe, or wizard staff) you will use this action when committing to a basic attack.
However, you need to describe your attack.
Let’s use my Barbarian example. He carries a two-handed mace and I usually say that “I charge forward, swinging my mace at the enemy monster.”
Then, I’m rolling my d20 to attack (this is to see if I will even hit him or not). I’m adding an attack bonus from my character sheet to the number I roll. To be successful, I need to match or surpass the armor number the monster has, and this is something that the DM will tell me after my roll.
After I knew that I had hit the monster, I rolled again. This time it’s d12 with added damage modifier. The total of those two numbers will be the final damage I cause to the enemy, and the DM will describe what kind of consequence it left on it.
For example, it can be “you’ve destroyed his skull completely” or “you’ve broken his arm”.
Cast a spell
First thing I should mention is that casting a spell isn’t always a single action, as some of them can have one minute, twenty minutes, or even an hour of cast time. Your spell entry will have the casting time details.
The important thing to remember here is that when you cast a spell on a target, that target needs to succeed on a strength-saving throw to avoid damage.
Dash
Dashing is actually moving double your usual walking speed. Your character will, depending on race, be able to move between 25 or 30 feet (on a table-gridded battle map 1 square = 5 feet).
So, if I wished to use my barbarian to strike a target that is far away, I could use my action to reach him but then I wouldn’t be able to attack him with my mace since I’ve already spent my action.
However, I am in range to attack him on the next move.
Disengage
If you wish to avoid an opportunity attack when you are moving away from an enemy, use the disengage action. This will allow you to use the Move action to distance yourself from the enemy without provoking an opportunity attack.
Dodge
Dodge is a defensive action that will give you an increased chance of avoiding incoming attacks. When the next turn starts you will have an advantage when being attacked.
This means that the attacker will roll two attack dice and will take the lowest. Also, you will get an advantage on Dexterity saving throws which means you will roll twice as well and use the highest die.
Help
The help action will allow you to use your action to assist an ally by giving them an advantage when they roll for certain things in the fight.
This can mean a lot of things like giving your friend a helping hand when they try to push something heavy or distracting an enemy so your friends can attack him.
Hide
When you wish to hide, there needs to be a hiding place available in your surroundings. If you are playing in a room that is completely empty, hiding wouldn’t be an option.
However, you can always consult your DM to check if you can hide somewhere and if you succeed in hiding after a roll you will get some benefits. In short, while in hiding, attacks against you will have a disadvantage while your own attacks will have an advantage.
Ready
Ready action gives you the opportunity to delay your action until certain circumstances are met. It will be used as a reaction and can be activated on triggers of your choice.
The most common that I used in the past, was to prepare a shield spell that my character uses on the first ally that has taken damage. If my friends don’t take damage, the spell is never triggered.
Search
You will use the search action once you wish to look for something specific.
You shortly describe what you are looking for and your DM will tell you whether to roll a wisdom perception check or an intelligence investigation check. The nature of your search will determine which one it will be.
Use an object
If you are interacting with a small object, such as opening an unlocked door or drawing your sword, you will not spend an action. For bigger interactions you will need to use action.
Opening a jammed door or lowering a bridge with a crank can use your action.
Good luck!
Once you are familiar with all types of actions you will have a better understanding of the game, and smoother gameplay.
When it comes to actions that simply mean interacting with the environment, you have limitless opportunities! Consult your Dungeon Master before trying any new ones, but rest assured that there are a ton of them that you haven’t tried yet and are really fun.
