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As a player in Dungeons & Dragons, the opportunities are virtually limitless. Much of the excitement in the game comes from communicating your intended actions to the Dungeon Master (DM) and resolving them through the roll of the dice. However, the 2024 Player’s Handbook provides a solid guide on specific actions you can take that are common across the game.
By grasping these rules and understanding how various actions operate, you’ll unlock a broader array of possibilities for your character. Here’s everything you need to know about actions.
What Is An Action?
In Dungeons & Dragons, an action refers to anything your character does beyond merely moving or talking. Generally, an action occupies six seconds in the game’s timeframe.
In combat, DMs often mention that a round lasts six seconds since each participant typically takes one action during their turn.
Actions can be offensive, practical, or assistive, depending on your objectives. This means you might find yourself healing allies, attacking foes, or examining an intriguing location.
Various spells, magical items, racial abilities, and class features may specify "use the X action" in their descriptions. When clarifying rules during gameplay, don’t hesitate to refer to the Rules Glossary found at the end of the 2024 Player’s Handbook for any uncertainties regarding specific actions.
It’s worth noting that actions differ from bonus actions or reactions, which have a separate place in the game’s action economy.
What Actions Can You Take?
While you’re free to attempt many actions, the 2024 Player’s Handbook outlines several specific actions available to players. You’re not restricted to these options, but you’ll likely find that many actions you wish to take fall under these categories.
Here’s a quick summary of the main actions and what they involve:
Action | Details |
---|---|
Attack | Strike an enemy or object using a weapon or unarmed strike. |
Dash | Twice your normal movement speed. |
Disengage | Move away from an enemy in melee range without triggering an opportunity attack. |
Dodge | Attack rolls against you have disadvantage, and you make Dexterity saving throws with advantage, unless incapacitated. |
Help | Assist another player with their attack or ability check, granting them advantage. |
Hide | Make a Stealth check to conceal yourself. |
Influence | Make a Charisma or Wisdom check (as determined by the DM) to persuade another creature. |
Magic | Utilize magic through a spell, item, or magical effect. |
Ready | Prepare an action to trigger under specific conditions. |
Search | Investigate a relevant area with a Wisdom check (at the DM’s discretion). |
Study | Attempt to comprehend or learn something with an Intelligence check (as determined by the DM). |
Utilize | Use any non-magical item or object. |
Many actions, as well as most improvised or unconventional ones, will require a d20 roll as determined by the DM.
The Rules Glossary in the 2024 Player’s Handbook provides extra guidelines for some of these actions, which can help clarify things when player actions and turns become complex.
How to Use Actions
Understanding how to effectively use actions involves categorizing them into three main types:
Categories of Actions
Some actions can belong to multiple categories and may be applied differently depending on the situation.
Action Category | Details | Example Actions |
---|---|---|
Combat | These actions are primarily focused on combat and are employed during initiative. Examples include attacking another creature, defending yourself, or supporting another player’s combat efforts. | Attack, Dash, Disengage, Dodge, Help, Hide, Magic, Ready |
Utility | Utility actions may also be used during combat but are more often applied outside of initiative. They can involve investigating, casting spells, or changing a situation through roleplay. | Help, Influence, Magic, Search, Study, Utilize, Hide |
Support | Support actions assist your party and can be utilized in combat or during various checks. Healing or aiding your allies usually defines a support action. | Help, Influence, Ready, Utilize |
Remember, the game isn’t solely about attacking or defending. By helping a teammate or exploring an area, you can create new opportunities that might not have been considered in the heat of the moment.
It’s also essential to keep in mind that you can only take one action at a time. Understanding the order of actions is critical, as it helps the DM maintain narrative continuity, particularly with larger groups.