What are all of the actions in combat that a player can take in D&D 5e?

D&D 5e Combat Actions: A Comprehensive Guide

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Featured Chapters

Combat in D&D 5e

00:00:05 - 00:00:08

Initiative and Turn Order

00:00:16 - 00:00:19

Actions in Combat

00:00:32 - 00:00:35

Action

00:00:41 - 00:00:44

Bonus Action

00:01:35 - 00:01:39

Reaction

00:01:46 - 00:01:49

Movement

00:01:55 - 00:01:58

Sources

Transcript

Welcome to our in-depth look at combat in Dungeons & Dragons 5th Edition. In this video, we'll explore the different actions players can take during combat, giving you a comprehensive understanding of how battles unfold in this beloved tabletop RPG.

Combat in D&D 5e is a dynamic and engaging experience, where players must strategize and react to the ever-changing battlefield.

Before we dive into the actions themselves, let's understand how combat is structured. Combat is divided into rounds, with each round consisting of multiple turns.

The order of turns is determined by initiative, which is a roll of a d20 plus the creature's Dexterity modifier. The creature with the highest initiative goes first, followed by the next highest, and so on.

Now, let's explore the actions players can take on their turn.

On their turn, a player can take several types of actions: Action, Bonus Action, Reaction, and Movement.

The Action is the main event of the turn. It's your opportunity to make a significant impact on the battle.

One common action is to Attack, whether it's a melee attack with a weapon or a ranged attack with a bow or spell.

Another option is to Cast a Spell, using a spell that has a casting time of 1 action.

You can also Dash, gaining extra movement for the turn, or Disengage, moving without provoking opportunity attacks.

Dodge allows you to focus on avoiding attacks, gaining advantage on Dexterity saving throws and making attack rolls against you have disadvantage.

Help allows you to aid another creature in completing a task or attacking a target.

Hide lets you attempt to conceal yourself, making a Dexterity (Stealth) check.

Ready allows you to prepare to act using a reaction before the start of the next turn.

Search lets you look for something in the environment.

Use an Object allows you to interact with an object in the environment.

The Bonus Action is a smaller event that can be taken in addition to the main action.

Some class features, spells, or abilities allow for a bonus action. For example, the rogue's cunning action or the barbarian's rage.

A Reaction can be taken at any point during the round when a specific trigger occurs.

Reactions are often used for defensive actions or quick responses to changing circumstances.

Movement is a separate aspect of the turn and can be done at any point during the turn.

A player can move up to their movement speed, and certain abilities or spells can alter this speed.

By understanding these different types of actions and how they interact, players can make the most of their turns in combat and create engaging and strategic battles.

Remember, a player can only take one action per round, but some abilities or spells can allow for additional actions. Bonus actions and reactions are separate from the main action and can be taken under specific conditions. Movement is not an action or bonus action and can be done at any point during the turn.